1112 lines
44 KiB
C++
1112 lines
44 KiB
C++
/*
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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 "main/core.h"
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#include "program/prog_parameter.h"
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#include "program/prog_statevars.h"
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#include "program/prog_instruction.h"
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// these two are ripped from mesa/main/uniforms.h in upstream
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struct gl_builtin_uniform_element {
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const char *field;
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int tokens[STATE_LENGTH];
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int swizzle;
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};
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struct gl_builtin_uniform_desc {
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const char *name;
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const struct gl_builtin_uniform_element *elements;
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unsigned int num_elements;
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};
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static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
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{NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
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};
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static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
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{"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
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{"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
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{"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
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};
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static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
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{NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
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};
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static const struct gl_builtin_uniform_element gl_Point_elements[] = {
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{"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
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{"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
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{"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
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{"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
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{"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
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{"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
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{"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
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};
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static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
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{"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
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{"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
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};
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static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
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{"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
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{"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
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};
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static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
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{"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
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{"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
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{"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
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MAKE_SWIZZLE4(SWIZZLE_X,
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SWIZZLE_Y,
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SWIZZLE_Z,
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SWIZZLE_Z)},
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{"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
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{"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
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{"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
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{"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
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{"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
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{"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
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};
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static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
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{"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
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{"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
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{"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
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{"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
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{"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
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{NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
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{"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
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{"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
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{"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
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{"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
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{"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
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};
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static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
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{NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
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};
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static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
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{NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
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{NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
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{NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
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};
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#define MATRIX(name, statevar, modifier) \
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static const struct gl_builtin_uniform_element name ## _elements[] = { \
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{ NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
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{ NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
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{ NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
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{ NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
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}
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MATRIX(gl_ModelViewMatrix,
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STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
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MATRIX(gl_ModelViewMatrixInverse,
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STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
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MATRIX(gl_ModelViewMatrixTranspose,
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STATE_MODELVIEW_MATRIX, 0);
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MATRIX(gl_ModelViewMatrixInverseTranspose,
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STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
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MATRIX(gl_ProjectionMatrix,
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STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
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MATRIX(gl_ProjectionMatrixInverse,
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STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
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MATRIX(gl_ProjectionMatrixTranspose,
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STATE_PROJECTION_MATRIX, 0);
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MATRIX(gl_ProjectionMatrixInverseTranspose,
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STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
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MATRIX(gl_ModelViewProjectionMatrix,
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STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
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MATRIX(gl_ModelViewProjectionMatrixInverse,
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STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
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MATRIX(gl_ModelViewProjectionMatrixTranspose,
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STATE_MVP_MATRIX, 0);
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MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
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STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
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MATRIX(gl_TextureMatrix,
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STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
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MATRIX(gl_TextureMatrixInverse,
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STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
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MATRIX(gl_TextureMatrixTranspose,
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STATE_TEXTURE_MATRIX, 0);
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MATRIX(gl_TextureMatrixInverseTranspose,
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STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
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static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
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{ NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
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MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
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{ NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
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MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
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{ NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
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MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
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};
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#undef MATRIX
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#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
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static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
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STATEVAR(gl_NumSamples),
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STATEVAR(gl_DepthRange),
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STATEVAR(gl_ClipPlane),
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STATEVAR(gl_Point),
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STATEVAR(gl_FrontMaterial),
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STATEVAR(gl_BackMaterial),
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STATEVAR(gl_LightSource),
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STATEVAR(gl_LightModel),
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STATEVAR(gl_FrontLightModelProduct),
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STATEVAR(gl_BackLightModelProduct),
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STATEVAR(gl_FrontLightProduct),
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STATEVAR(gl_BackLightProduct),
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STATEVAR(gl_TextureEnvColor),
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STATEVAR(gl_EyePlaneS),
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STATEVAR(gl_EyePlaneT),
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STATEVAR(gl_EyePlaneR),
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STATEVAR(gl_EyePlaneQ),
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STATEVAR(gl_ObjectPlaneS),
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STATEVAR(gl_ObjectPlaneT),
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STATEVAR(gl_ObjectPlaneR),
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STATEVAR(gl_ObjectPlaneQ),
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STATEVAR(gl_Fog),
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STATEVAR(gl_ModelViewMatrix),
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STATEVAR(gl_ModelViewMatrixInverse),
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STATEVAR(gl_ModelViewMatrixTranspose),
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STATEVAR(gl_ModelViewMatrixInverseTranspose),
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STATEVAR(gl_ProjectionMatrix),
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STATEVAR(gl_ProjectionMatrixInverse),
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STATEVAR(gl_ProjectionMatrixTranspose),
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STATEVAR(gl_ProjectionMatrixInverseTranspose),
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STATEVAR(gl_ModelViewProjectionMatrix),
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STATEVAR(gl_ModelViewProjectionMatrixInverse),
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STATEVAR(gl_ModelViewProjectionMatrixTranspose),
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STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
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STATEVAR(gl_TextureMatrix),
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STATEVAR(gl_TextureMatrixInverse),
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STATEVAR(gl_TextureMatrixTranspose),
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STATEVAR(gl_TextureMatrixInverseTranspose),
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STATEVAR(gl_NormalMatrix),
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STATEVAR(gl_NormalScale),
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STATEVAR(gl_FogParamsOptimizedMESA),
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STATEVAR(gl_CurrentAttribVertMESA),
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STATEVAR(gl_CurrentAttribFragMESA),
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{NULL, NULL, 0}
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};
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namespace {
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/**
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* Data structure that accumulates fields for the gl_PerVertex interface
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* block.
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*/
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class per_vertex_accumulator
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{
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public:
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per_vertex_accumulator();
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void add_field(int slot, const glsl_type *type, const char *name, glsl_precision prec);
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const glsl_type *construct_interface_instance() const;
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private:
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glsl_struct_field fields[10];
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unsigned num_fields;
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};
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per_vertex_accumulator::per_vertex_accumulator()
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: fields(),
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num_fields(0)
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{
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}
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void
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per_vertex_accumulator::add_field(int slot, const glsl_type *type,
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const char *name, glsl_precision prec)
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{
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assert(this->num_fields < ARRAY_SIZE(this->fields));
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this->fields[this->num_fields].type = type;
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this->fields[this->num_fields].name = name;
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this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
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this->fields[this->num_fields].precision = prec;
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this->fields[this->num_fields].location = slot;
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this->fields[this->num_fields].interpolation = INTERP_QUALIFIER_NONE;
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this->fields[this->num_fields].centroid = 0;
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this->fields[this->num_fields].sample = 0;
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this->num_fields++;
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}
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const glsl_type *
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per_vertex_accumulator::construct_interface_instance() const
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{
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return glsl_type::get_interface_instance(this->fields, this->num_fields,
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GLSL_INTERFACE_PACKING_STD140,
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"gl_PerVertex");
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}
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class builtin_variable_generator
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{
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public:
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builtin_variable_generator(exec_list *instructions,
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struct _mesa_glsl_parse_state *state);
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void generate_constants();
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void generate_uniforms();
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void generate_vs_special_vars();
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void generate_gs_special_vars();
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void generate_fs_special_vars();
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void generate_cs_special_vars();
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void generate_varyings();
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private:
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const glsl_type *array(const glsl_type *base, unsigned elements)
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{
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return glsl_type::get_array_instance(base, elements);
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}
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const glsl_type *type(const char *name)
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{
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return symtab->get_type(name);
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}
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ir_variable *add_input(int slot, const glsl_type *type, const char *name, glsl_precision prec)
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{
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return add_variable(name, type, ir_var_shader_in, slot, prec);
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}
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ir_variable *add_output(int slot, const glsl_type *type, const char *name, glsl_precision prec)
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{
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return add_variable(name, type, ir_var_shader_out, slot, prec);
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}
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ir_variable *add_system_value(int slot, const glsl_type *type,
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const char *name, glsl_precision prec)
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{
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return add_variable(name, type, ir_var_system_value, slot, prec);
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}
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ir_variable *add_variable(const char *name, const glsl_type *type,
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enum ir_variable_mode mode, int slot, glsl_precision prec);
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ir_variable *add_uniform(const glsl_type *type, const char *name, glsl_precision prec = glsl_precision_undefined);
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ir_variable *add_const(const char *name, int value);
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ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
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void add_varying(int slot, const glsl_type *type, const char *name,
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const char *name_as_gs_input, glsl_precision prec);
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exec_list * const instructions;
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struct _mesa_glsl_parse_state * const state;
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glsl_symbol_table * const symtab;
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/**
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* True if compatibility-profile-only variables should be included. (In
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* desktop GL, these are always included when the GLSL version is 1.30 and
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* or below).
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*/
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const bool compatibility;
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const glsl_type * const bool_t;
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const glsl_type * const int_t;
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const glsl_type * const uint_t;
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const glsl_type * const float_t;
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const glsl_type * const vec2_t;
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const glsl_type * const vec3_t;
|
|
const glsl_type * const vec4_t;
|
|
const glsl_type * const mat3_t;
|
|
const glsl_type * const mat4_t;
|
|
|
|
per_vertex_accumulator per_vertex_in;
|
|
per_vertex_accumulator per_vertex_out;
|
|
};
|
|
|
|
|
|
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), uint_t(glsl_type::uint_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, glsl_precision prec)
|
|
|
|
{
|
|
if (!this->state->es_shader)
|
|
prec = glsl_precision_undefined;
|
|
ir_variable *var = new(symtab) ir_variable(type, name, mode, prec);
|
|
var->data.how_declared = ir_var_declared_implicitly;
|
|
|
|
switch (var->data.mode) {
|
|
case ir_var_auto:
|
|
case ir_var_shader_in:
|
|
case ir_var_uniform:
|
|
case ir_var_system_value:
|
|
var->data.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->data.location = slot;
|
|
var->data.explicit_location = (slot >= 0);
|
|
var->data.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, glsl_precision prec)
|
|
{
|
|
ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1, prec);
|
|
|
|
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;
|
|
|
|
ir_state_slot *slots =
|
|
uni->allocate_state_slots(array_count * statevar->num_elements);
|
|
|
|
for (unsigned a = 0; a < array_count; a++) {
|
|
for (unsigned j = 0; j < statevar->num_elements; j++) {
|
|
const 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, glsl_precision_undefined);
|
|
var->constant_value = new(var) ir_constant(value);
|
|
var->constant_initializer = new(var) ir_constant(value);
|
|
var->data.has_initializer = true;
|
|
return var;
|
|
}
|
|
|
|
|
|
ir_variable *
|
|
builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
|
|
int z)
|
|
{
|
|
ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
|
|
ir_var_auto, -1, glsl_precision_undefined);
|
|
ir_constant_data data;
|
|
memset(&data, 0, sizeof(data));
|
|
data.i[0] = x;
|
|
data.i[1] = y;
|
|
data.i[2] = z;
|
|
var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
|
|
var->constant_initializer =
|
|
new(var) ir_constant(glsl_type::ivec3_type, &data);
|
|
var->data.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->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
|
|
add_const("gl_MaxFragmentInputVectors",
|
|
state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
|
|
} else {
|
|
add_const("gl_MaxVaryingVectors",
|
|
state->ctx->Const.MaxVarying);
|
|
}
|
|
} 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->ctx->Const.MaxVarying * 4);
|
|
|
|
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->ctx->Const.MaxVarying * 4);
|
|
}
|
|
|
|
if (state->is_version(150, 0)) {
|
|
add_const("gl_MaxVertexOutputComponents",
|
|
state->Const.MaxVertexOutputComponents);
|
|
add_const("gl_MaxGeometryInputComponents",
|
|
state->Const.MaxGeometryInputComponents);
|
|
add_const("gl_MaxGeometryOutputComponents",
|
|
state->Const.MaxGeometryOutputComponents);
|
|
add_const("gl_MaxFragmentInputComponents",
|
|
state->Const.MaxFragmentInputComponents);
|
|
add_const("gl_MaxGeometryTextureImageUnits",
|
|
state->Const.MaxGeometryTextureImageUnits);
|
|
add_const("gl_MaxGeometryOutputVertices",
|
|
state->Const.MaxGeometryOutputVertices);
|
|
add_const("gl_MaxGeometryTotalOutputComponents",
|
|
state->Const.MaxGeometryTotalOutputComponents);
|
|
add_const("gl_MaxGeometryUniformComponents",
|
|
state->Const.MaxGeometryUniformComponents);
|
|
|
|
/* Note: the GLSL 1.50-4.40 specs require
|
|
* gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
|
|
* But they do not define what it means (and there does not appear to be
|
|
* any corresponding constant in the GL specs). However,
|
|
* ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
|
|
* be the maximum number of components available for use as geometry
|
|
* outputs. So we assume this is a synonym for
|
|
* gl_MaxGeometryOutputComponents.
|
|
*/
|
|
add_const("gl_MaxGeometryVaryingComponents",
|
|
state->Const.MaxGeometryOutputComponents);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
if (state->ARB_shader_atomic_counters_enable) {
|
|
add_const("gl_MaxVertexAtomicCounters",
|
|
state->Const.MaxVertexAtomicCounters);
|
|
add_const("gl_MaxGeometryAtomicCounters",
|
|
state->Const.MaxGeometryAtomicCounters);
|
|
add_const("gl_MaxFragmentAtomicCounters",
|
|
state->Const.MaxFragmentAtomicCounters);
|
|
add_const("gl_MaxCombinedAtomicCounters",
|
|
state->Const.MaxCombinedAtomicCounters);
|
|
add_const("gl_MaxAtomicCounterBindings",
|
|
state->Const.MaxAtomicBufferBindings);
|
|
add_const("gl_MaxTessControlAtomicCounters", 0);
|
|
add_const("gl_MaxTessEvaluationAtomicCounters", 0);
|
|
}
|
|
|
|
if (state->is_version(430, 0) || state->ARB_compute_shader_enable) {
|
|
add_const("gl_MaxComputeAtomicCounterBuffers", MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS);
|
|
add_const("gl_MaxComputeAtomicCounters", MAX_COMPUTE_ATOMIC_COUNTERS);
|
|
add_const("gl_MaxComputeImageUniforms", MAX_COMPUTE_IMAGE_UNIFORMS);
|
|
add_const("gl_MaxComputeTextureImageUnits", MAX_COMPUTE_TEXTURE_IMAGE_UNITS);
|
|
add_const("gl_MaxComputeUniformComponents", MAX_COMPUTE_UNIFORM_COMPONENTS);
|
|
|
|
add_const_ivec3("gl_MaxComputeWorkGroupCount",
|
|
state->Const.MaxComputeWorkGroupCount[0],
|
|
state->Const.MaxComputeWorkGroupCount[1],
|
|
state->Const.MaxComputeWorkGroupCount[2]);
|
|
add_const_ivec3("gl_MaxComputeWorkGroupSize",
|
|
state->Const.MaxComputeWorkGroupSize[0],
|
|
state->Const.MaxComputeWorkGroupSize[1],
|
|
state->Const.MaxComputeWorkGroupSize[2]);
|
|
|
|
/* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
|
|
*
|
|
* The built-in constant gl_WorkGroupSize is a compute-shader
|
|
* constant containing the local work-group size of the shader. The
|
|
* size of the work group in the X, Y, and Z dimensions is stored in
|
|
* the x, y, and z components. The constants values in
|
|
* gl_WorkGroupSize will match those specified in the required
|
|
* local_size_x, local_size_y, and local_size_z layout qualifiers
|
|
* for the current shader. This is a constant so that it can be
|
|
* used to size arrays of memory that can be shared within the local
|
|
* work group. It is a compile-time error to use gl_WorkGroupSize
|
|
* in a shader that does not declare a fixed local group size, or
|
|
* before that shader has declared a fixed local group size, using
|
|
* local_size_x, local_size_y, and local_size_z.
|
|
*
|
|
* To prevent the shader from trying to refer to gl_WorkGroupSize before
|
|
* the layout declaration, we don't define it here. Intead we define it
|
|
* in ast_cs_input_layout::hir().
|
|
*/
|
|
}
|
|
|
|
if (state->is_version(420, 0) ||
|
|
state->ARB_shader_image_load_store_enable) {
|
|
add_const("gl_MaxImageUnits",
|
|
state->Const.MaxImageUnits);
|
|
add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
|
|
state->Const.MaxCombinedImageUnitsAndFragmentOutputs);
|
|
add_const("gl_MaxImageSamples",
|
|
state->Const.MaxImageSamples);
|
|
add_const("gl_MaxVertexImageUniforms",
|
|
state->Const.MaxVertexImageUniforms);
|
|
add_const("gl_MaxTessControlImageUniforms", 0);
|
|
add_const("gl_MaxTessEvaluationImageUniforms", 0);
|
|
add_const("gl_MaxGeometryImageUniforms",
|
|
state->Const.MaxGeometryImageUniforms);
|
|
add_const("gl_MaxFragmentImageUniforms",
|
|
state->Const.MaxFragmentImageUniforms);
|
|
add_const("gl_MaxCombinedImageUniforms",
|
|
state->Const.MaxCombinedImageUniforms);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Generate uniform variables (which exist in all types of shaders).
|
|
*/
|
|
void
|
|
builtin_variable_generator::generate_uniforms()
|
|
{
|
|
add_uniform(int_t, "gl_NumSamples", glsl_precision_undefined);
|
|
add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange", glsl_precision_undefined);
|
|
add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA", glsl_precision_undefined);
|
|
add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA", glsl_precision_undefined);
|
|
|
|
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(vec4_t, "gl_FogParamsOptimizedMESA");
|
|
|
|
const glsl_type *const mat4_array_type =
|
|
array(mat4_t, state->Const.MaxTextureCoords);
|
|
add_uniform(mat4_array_type, "gl_TextureMatrix", glsl_precision_undefined);
|
|
add_uniform(mat4_array_type, "gl_TextureMatrixInverse", glsl_precision_undefined);
|
|
add_uniform(mat4_array_type, "gl_TextureMatrixTranspose", glsl_precision_undefined);
|
|
add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose", glsl_precision_undefined);
|
|
|
|
add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane", glsl_precision_undefined);
|
|
add_uniform(type("gl_PointParameters"), "gl_Point", glsl_precision_undefined);
|
|
|
|
const glsl_type *const material_parameters_type =
|
|
type("gl_MaterialParameters");
|
|
add_uniform(material_parameters_type, "gl_FrontMaterial", glsl_precision_undefined);
|
|
add_uniform(material_parameters_type, "gl_BackMaterial", glsl_precision_undefined);
|
|
|
|
add_uniform(array(type("gl_LightSourceParameters"),
|
|
state->Const.MaxLights),
|
|
"gl_LightSource", glsl_precision_undefined);
|
|
|
|
const glsl_type *const light_model_products_type =
|
|
type("gl_LightModelProducts");
|
|
add_uniform(light_model_products_type, "gl_FrontLightModelProduct", glsl_precision_undefined);
|
|
add_uniform(light_model_products_type, "gl_BackLightModelProduct", glsl_precision_undefined);
|
|
|
|
const glsl_type *const light_products_type =
|
|
array(type("gl_LightProducts"), state->Const.MaxLights);
|
|
add_uniform(light_products_type, "gl_FrontLightProduct", glsl_precision_undefined);
|
|
add_uniform(light_products_type, "gl_BackLightProduct", glsl_precision_undefined);
|
|
|
|
add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
|
|
"gl_TextureEnvColor", glsl_precision_undefined);
|
|
|
|
const glsl_type *const texcoords_vec4 =
|
|
array(vec4_t, state->Const.MaxTextureCoords);
|
|
add_uniform(texcoords_vec4, "gl_EyePlaneS", glsl_precision_undefined);
|
|
add_uniform(texcoords_vec4, "gl_EyePlaneT", glsl_precision_undefined);
|
|
add_uniform(texcoords_vec4, "gl_EyePlaneR", glsl_precision_undefined);
|
|
add_uniform(texcoords_vec4, "gl_EyePlaneQ", glsl_precision_undefined);
|
|
add_uniform(texcoords_vec4, "gl_ObjectPlaneS", glsl_precision_undefined);
|
|
add_uniform(texcoords_vec4, "gl_ObjectPlaneT", glsl_precision_undefined);
|
|
add_uniform(texcoords_vec4, "gl_ObjectPlaneR", glsl_precision_undefined);
|
|
add_uniform(texcoords_vec4, "gl_ObjectPlaneQ", glsl_precision_undefined);
|
|
|
|
add_uniform(type("gl_FogParameters"), "gl_Fog", glsl_precision_undefined);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Generate variables which only exist in vertex shaders.
|
|
*/
|
|
void
|
|
builtin_variable_generator::generate_vs_special_vars()
|
|
{
|
|
|
|
if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable)
|
|
add_system_value(SYSTEM_VALUE_VERTEX_ID, state->metal_target ? uint_t : int_t, "gl_VertexID", glsl_precision_high);
|
|
if (state->ARB_draw_instanced_enable)
|
|
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB", glsl_precision_high);
|
|
if (state->EXT_draw_instanced_enable)
|
|
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDEXT", glsl_precision_high);
|
|
if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
|
|
add_system_value(SYSTEM_VALUE_INSTANCE_ID, state->metal_target ? uint_t : int_t, "gl_InstanceID", glsl_precision_high);
|
|
if (state->AMD_vertex_shader_layer_enable)
|
|
add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer", glsl_precision_high);
|
|
if (state->AMD_vertex_shader_viewport_index_enable)
|
|
add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", glsl_precision_high);
|
|
if (compatibility) {
|
|
add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex", glsl_precision_high);
|
|
add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal", glsl_precision_medium);
|
|
add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color", glsl_precision_medium);
|
|
add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor", glsl_precision_medium);
|
|
add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0", glsl_precision_high);
|
|
add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1", glsl_precision_high);
|
|
add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2", glsl_precision_high);
|
|
add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3", glsl_precision_high);
|
|
add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4", glsl_precision_high);
|
|
add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5", glsl_precision_high);
|
|
add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6", glsl_precision_high);
|
|
add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7", glsl_precision_high);
|
|
add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord", glsl_precision_high);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* 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", glsl_precision_high);
|
|
if (state->ARB_viewport_array_enable)
|
|
add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", glsl_precision_high);
|
|
if (state->ARB_gpu_shader5_enable)
|
|
add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID", glsl_precision_high);
|
|
|
|
/* 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.
|
|
*/
|
|
ir_variable *var;
|
|
var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn", glsl_precision_high);
|
|
var->data.interpolation = INTERP_QUALIFIER_FLAT;
|
|
var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID", glsl_precision_high);
|
|
var->data.interpolation = INTERP_QUALIFIER_FLAT;
|
|
}
|
|
|
|
|
|
/**
|
|
* 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", glsl_precision_high);
|
|
add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing", glsl_precision_low);
|
|
if (state->is_version(120, 100))
|
|
add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord", state->metal_target ? glsl_precision_high : glsl_precision_medium);
|
|
|
|
if (state->is_version(150, 0)) {
|
|
ir_variable *var =
|
|
add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID", glsl_precision_high);
|
|
var->data.interpolation = INTERP_QUALIFIER_FLAT;
|
|
}
|
|
|
|
/* 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", glsl_precision_medium);
|
|
add_output(FRAG_RESULT_DATA0,
|
|
array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData", glsl_precision_medium);
|
|
}
|
|
|
|
/* 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", glsl_precision_high);
|
|
|
|
if (state->ARB_shader_stencil_export_enable) {
|
|
ir_variable *const var =
|
|
add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB", glsl_precision_high);
|
|
if (state->ARB_shader_stencil_export_warn)
|
|
var->enable_extension_warning("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", glsl_precision_high);
|
|
if (state->AMD_shader_stencil_export_warn)
|
|
var->enable_extension_warning("GL_AMD_shader_stencil_export");
|
|
}
|
|
|
|
if (state->EXT_frag_depth_enable) {
|
|
ir_variable *const var =
|
|
add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT", glsl_precision_high);
|
|
if (state->EXT_frag_depth_warn)
|
|
var->enable_extension_warning("GL_EXT_frag_depth");
|
|
}
|
|
|
|
if (state->EXT_shader_framebuffer_fetch_enable) {
|
|
ir_variable *const var =
|
|
add_input(VARYING_SLOT_VAR0, array(vec4_t, state->Const.MaxDrawBuffers), "gl_LastFragData", glsl_precision_medium);
|
|
if (state->EXT_shader_framebuffer_fetch_warn)
|
|
var->enable_extension_warning("GL_EXT_shader_framebuffer_fetch");
|
|
}
|
|
|
|
{
|
|
// BK - gl_PrimitiveID
|
|
ir_variable *var;
|
|
var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID", glsl_precision_high);
|
|
var->data.interpolation = INTERP_QUALIFIER_FLAT;
|
|
}
|
|
|
|
if (state->ARB_sample_shading_enable) {
|
|
add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID", glsl_precision_high);
|
|
add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition", glsl_precision_high);
|
|
/* From the ARB_sample_shading specification:
|
|
* "The number of elements in the array is ceil(<s>/32), where
|
|
* <s> is the maximum number of color samples supported by the
|
|
* implementation."
|
|
* Since no drivers expose more than 32x MSAA, we can simply set
|
|
* the array size to 1 rather than computing it.
|
|
*/
|
|
add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask", glsl_precision_high);
|
|
}
|
|
|
|
if (state->ARB_gpu_shader5_enable) {
|
|
add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn", glsl_precision_high);
|
|
}
|
|
|
|
if (state->ARB_fragment_layer_viewport_enable) {
|
|
add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer", glsl_precision_high);
|
|
add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", glsl_precision_high);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Generate variables which only exist in compute shaders.
|
|
*/
|
|
void
|
|
builtin_variable_generator::generate_cs_special_vars()
|
|
{
|
|
/* TODO: finish this. */
|
|
}
|
|
|
|
|
|
/**
|
|
* 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,
|
|
glsl_precision prec)
|
|
{
|
|
switch (state->stage) {
|
|
case MESA_SHADER_GEOMETRY:
|
|
this->per_vertex_in.add_field(slot, type, name, prec);
|
|
/* FALLTHROUGH */
|
|
case MESA_SHADER_VERTEX:
|
|
this->per_vertex_out.add_field(slot, type, name, prec);
|
|
break;
|
|
case MESA_SHADER_FRAGMENT:
|
|
add_input(slot, type, name, prec);
|
|
break;
|
|
case MESA_SHADER_COMPUTE:
|
|
/* Compute shaders don't have varyings. */
|
|
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, prec) \
|
|
add_varying(loc, type, name, name "In", prec)
|
|
|
|
/* gl_Position and gl_PointSize are not visible from fragment shaders. */
|
|
if (state->stage != MESA_SHADER_FRAGMENT) {
|
|
ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position", glsl_precision_high);
|
|
ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize", glsl_precision_high);
|
|
}
|
|
|
|
if (state->is_version(130, 0)) {
|
|
ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
|
|
"gl_ClipDistance", glsl_precision_high);
|
|
}
|
|
|
|
if (compatibility) {
|
|
ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord", glsl_precision_undefined);
|
|
ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord", glsl_precision_undefined);
|
|
if (state->stage == MESA_SHADER_FRAGMENT) {
|
|
ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color", glsl_precision_medium);
|
|
ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor", glsl_precision_medium);
|
|
} else {
|
|
ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex", glsl_precision_high);
|
|
ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor", glsl_precision_medium);
|
|
ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor", glsl_precision_medium);
|
|
ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor", glsl_precision_medium);
|
|
ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor", glsl_precision_medium);
|
|
}
|
|
}
|
|
|
|
if (state->stage == MESA_SHADER_GEOMETRY) {
|
|
const glsl_type *per_vertex_in_type =
|
|
this->per_vertex_in.construct_interface_instance();
|
|
add_variable("gl_in", array(per_vertex_in_type, 0),
|
|
ir_var_shader_in, -1, glsl_precision_undefined);
|
|
}
|
|
if (state->stage == MESA_SHADER_VERTEX || state->stage == MESA_SHADER_GEOMETRY) {
|
|
const glsl_type *per_vertex_out_type =
|
|
this->per_vertex_out.construct_interface_instance();
|
|
const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
|
|
for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
|
|
ir_variable *var =
|
|
add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
|
|
fields[i].location, fields[i].precision);
|
|
var->data.interpolation = fields[i].interpolation;
|
|
var->data.centroid = fields[i].centroid;
|
|
var->data.sample = fields[i].sample;
|
|
var->init_interface_type(per_vertex_out_type);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}; /* 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->stage) {
|
|
case MESA_SHADER_VERTEX:
|
|
gen.generate_vs_special_vars();
|
|
break;
|
|
case MESA_SHADER_GEOMETRY:
|
|
gen.generate_gs_special_vars();
|
|
break;
|
|
case MESA_SHADER_FRAGMENT:
|
|
gen.generate_fs_special_vars();
|
|
break;
|
|
case MESA_SHADER_COMPUTE:
|
|
gen.generate_cs_special_vars();
|
|
break;
|
|
}
|
|
}
|