[Mesa-dev] [PATCH RFC 3/3] glsl: Rework builtin_variables.cpp to reduce code duplication.
Ian Romanick
idr at freedesktop.org
Thu Jul 11 14:09:34 PDT 2013
I like these changes a lot. I have a few comments below.
On 07/08/2013 10:40 AM, Paul Berry wrote:
> Previously, we had a separate function for setting up the built-in
> variables for each combination of shader stage and GLSL version
> (e.g. generate_110_vs_variables to generate the built-in variables for
> GLSL 1.10 vertex shaders). The functions called each other in ad-hoc
> ways, leading to unexpected inconsistencies (for example,
> generate_120_fs_variables was called for GLSL versions 1.20 and above,
> but generate_130_fs_variables was called only for GLSL version 1.30).
> In addition, it led to a lot of code duplication, since many varyings
> had to be duplicated in both the FS and VS code paths. With the
> advent of geometry shaders (and later, tessellation control and
> tessellation evaluation shaders), this code duplication was going to
> get a lot worse.
>
> So this patch reworks things so that instead of having a separate
> function for each shader type and GLSL version, we have a function for
> constants, one for uniforms, one for varyings, and one for the special
> variables that are specific to each shader type.
>
> In addition, we use a class, builtin_variable_generator, to keep track
> of the instruction exec_list, the GLSL parse state, commonly-used
> types, and a few other variables, so that we don't have to pass them
> around as function arguments. This makes the code a lot more compact.
>
> Where it was feasible to do so without introducing compilation errors,
> I've also gone ahead and introduced the variables needed for
> {ARB,EXT}_geometry_shader4 style geometry shaders. This patch takes
> care of everything except the GS variable gl_VerticesIn, the FS
> variable gl_PrimitiveID, and GLSL 1.50 style geometry shader inputs
> (using the gl_in interface block). Those remaining features will be
> added later.
>
> I've also made a slight nomenclature change: previously we used the
> word "deprecated" to refer to variables which are marked in GLSL 1.40
> as requiring the ARB_compatibility extension, and are marked in GLSL
> 1.50 onward as requiring the compatibilty profile. This was
> misleading, since not all deprecated variables require the
> compatibility profile (for example gl_FragData and gl_FragColor, which
> have been deprecated since GLSL 1.30, but do not require the
> compatibility profile until GLSL 4.20). We now consistently use the
> word "compatibility" to refer to these variables.
This may be evidence of one or more bugs in our implementation. In a
forward-compatible 3.0+ context, *all* deprecated variables are removed.
In a 3.1 context without GL_ARB_compatibiliyt, some deprecated
variables are removed. Which, I think, I mostly what you're saying. Do
we handle the forward-compatible context case correctly?
> This patch doesn't introduce any functional changes (since geometry
> shaders haven't been enabled yet).
> ---
> src/glsl/builtin_variables.cpp | 1124 +++++++++++++---------------------------
> 1 file changed, 363 insertions(+), 761 deletions(-)
>
> diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
> index eccd15a..0c74200 100644
> --- a/src/glsl/builtin_variables.cpp
> +++ b/src/glsl/builtin_variables.cpp
> @@ -30,116 +30,6 @@
> #include "program/prog_statevars.h"
> #include "program/prog_instruction.h"
>
> -static void generate_ARB_draw_buffers_variables(exec_list *,
> - struct _mesa_glsl_parse_state *,
> - bool, _mesa_glsl_parser_targets);
> -
> -static void
> -generate_ARB_draw_instanced_variables(exec_list *,
> - struct _mesa_glsl_parse_state *,
> - bool, _mesa_glsl_parser_targets);
> -
> -static void
> -generate_AMD_vertex_shader_layer_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state,
> - bool warn,
> - _mesa_glsl_parser_targets target);
> -
> -struct builtin_variable {
> - enum ir_variable_mode mode;
> - int slot;
> - const char *type;
> - const char *name;
> -};
> -
> -static const builtin_variable builtin_core_vs_variables[] = {
> - { ir_var_shader_out, VARYING_SLOT_POS, "vec4", "gl_Position" },
> - { ir_var_shader_out, VARYING_SLOT_PSIZ, "float", "gl_PointSize" },
> -};
> -
> -static const builtin_variable builtin_core_fs_variables[] = {
> - { ir_var_shader_in, VARYING_SLOT_POS, "vec4", "gl_FragCoord" },
> - { ir_var_shader_in, VARYING_SLOT_FACE, "bool", "gl_FrontFacing" },
> - { ir_var_shader_out, FRAG_RESULT_COLOR, "vec4", "gl_FragColor" },
> -};
> -
> -static const builtin_variable builtin_100ES_fs_variables[] = {
> - { ir_var_shader_in, VARYING_SLOT_PNTC, "vec2", "gl_PointCoord" },
> -};
> -
> -static const builtin_variable builtin_300ES_vs_variables[] = {
> - { ir_var_system_value, SYSTEM_VALUE_VERTEX_ID, "int", "gl_VertexID" },
> -};
> -
> -static const builtin_variable builtin_300ES_fs_variables[] = {
> - { ir_var_shader_in, VARYING_SLOT_POS, "vec4", "gl_FragCoord" },
> - { ir_var_shader_in, VARYING_SLOT_FACE, "bool", "gl_FrontFacing" },
> - { ir_var_shader_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
> - { ir_var_shader_in, VARYING_SLOT_PNTC, "vec2", "gl_PointCoord" },
> -};
> -
> -static const builtin_variable builtin_110_fs_variables[] = {
> - { ir_var_shader_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
> -};
> -
> -static const builtin_variable builtin_110_deprecated_fs_variables[] = {
> - { ir_var_shader_in, VARYING_SLOT_COL0, "vec4", "gl_Color" },
> - { ir_var_shader_in, VARYING_SLOT_COL1, "vec4", "gl_SecondaryColor" },
> - { ir_var_shader_in, VARYING_SLOT_FOGC, "float", "gl_FogFragCoord" },
> -};
> -
> -static const builtin_variable builtin_110_deprecated_vs_variables[] = {
> - { ir_var_shader_in, VERT_ATTRIB_POS, "vec4", "gl_Vertex" },
> - { ir_var_shader_in, VERT_ATTRIB_NORMAL, "vec3", "gl_Normal" },
> - { ir_var_shader_in, VERT_ATTRIB_COLOR0, "vec4", "gl_Color" },
> - { ir_var_shader_in, VERT_ATTRIB_COLOR1, "vec4", "gl_SecondaryColor" },
> - { ir_var_shader_in, VERT_ATTRIB_TEX0, "vec4", "gl_MultiTexCoord0" },
> - { ir_var_shader_in, VERT_ATTRIB_TEX1, "vec4", "gl_MultiTexCoord1" },
> - { ir_var_shader_in, VERT_ATTRIB_TEX2, "vec4", "gl_MultiTexCoord2" },
> - { ir_var_shader_in, VERT_ATTRIB_TEX3, "vec4", "gl_MultiTexCoord3" },
> - { ir_var_shader_in, VERT_ATTRIB_TEX4, "vec4", "gl_MultiTexCoord4" },
> - { ir_var_shader_in, VERT_ATTRIB_TEX5, "vec4", "gl_MultiTexCoord5" },
> - { ir_var_shader_in, VERT_ATTRIB_TEX6, "vec4", "gl_MultiTexCoord6" },
> - { ir_var_shader_in, VERT_ATTRIB_TEX7, "vec4", "gl_MultiTexCoord7" },
> - { ir_var_shader_in, VERT_ATTRIB_FOG, "float", "gl_FogCoord" },
> - { ir_var_shader_out, VARYING_SLOT_CLIP_VERTEX, "vec4", "gl_ClipVertex" },
> - { ir_var_shader_out, VARYING_SLOT_COL0, "vec4", "gl_FrontColor" },
> - { ir_var_shader_out, VARYING_SLOT_BFC0, "vec4", "gl_BackColor" },
> - { ir_var_shader_out, VARYING_SLOT_COL1, "vec4", "gl_FrontSecondaryColor" },
> - { ir_var_shader_out, VARYING_SLOT_BFC1, "vec4", "gl_BackSecondaryColor" },
> - { ir_var_shader_out, VARYING_SLOT_FOGC, "float", "gl_FogFragCoord" },
> -};
> -
> -static const builtin_variable builtin_120_fs_variables[] = {
> - { ir_var_shader_in, VARYING_SLOT_PNTC, "vec2", "gl_PointCoord" },
> -};
> -
> -static const builtin_variable builtin_130_vs_variables[] = {
> - { ir_var_system_value, SYSTEM_VALUE_VERTEX_ID, "int", "gl_VertexID" },
> -};
> -
> -static const builtin_variable builtin_110_deprecated_uniforms[] = {
> - { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrix" },
> - { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrix" },
> - { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrix" },
> - { ir_var_uniform, -1, "mat3", "gl_NormalMatrix" },
> - { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverse" },
> - { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverse" },
> - { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverse" },
> - { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixTranspose" },
> - { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixTranspose" },
> - { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixTranspose" },
> - { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverseTranspose" },
> - { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverseTranspose" },
> - { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverseTranspose" },
> - { ir_var_uniform, -1, "float", "gl_NormalScale" },
> - { ir_var_uniform, -1, "gl_LightModelParameters", "gl_LightModel"},
> -
> - /* Mesa-internal ATI_envmap_bumpmap state. */
> - { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix0MESA"},
> - { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix1MESA"},
> - { ir_var_uniform, -1, "vec4", "gl_FogParamsOptimizedMESA"},
> -};
>
> static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
> {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
> @@ -400,10 +290,88 @@ static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
> {NULL, NULL, 0}
> };
>
> -static ir_variable *
> -add_variable(exec_list *instructions, glsl_symbol_table *symtab,
> - const char *name, const glsl_type *type,
> - enum ir_variable_mode mode, int slot)
> +
> +namespace {
> +
> +class builtin_variable_generator
> +{
> +public:
> + builtin_variable_generator(exec_list *instructions,
> + struct _mesa_glsl_parse_state *state);
> + void generate_constants();
> + void generate_uniforms();
> + void generate_vs_special_vars();
> + void generate_gs_special_vars();
> + void generate_fs_special_vars();
> + void generate_varyings();
> +
> +private:
> + const glsl_type *array(const glsl_type *base, unsigned elements)
> + {
> + return glsl_type::get_array_instance(base, elements);
> + }
> + const glsl_type *typ(const char *name)
> + {
> + return symtab->get_type(name);
> + }
Around declarations that are definitions, we generally put a blank line.
> + ir_variable *add_variable(const char *name, const glsl_type *type,
> + enum ir_variable_mode mode, int slot);
> + ir_variable *add_uniform(const glsl_type *type, const char *name);
> + ir_variable *add_const(const char *name, int value);
> + ir_variable *add_input(int slot, const glsl_type *type, const char *name)
> + {
> + return add_variable(name, type, ir_var_shader_in, slot);
> + }
> + ir_variable *add_output(int slot, const glsl_type *type, const char *name)
> + {
> + return add_variable(name, type, ir_var_shader_out, slot);
> + }
> + ir_variable *add_system_value(int slot, const glsl_type *type,
> + const char *name)
> + {
> + return add_variable(name, type, ir_var_system_value, slot);
> + }
> + void add_varying(int slot, const glsl_type *type, const char *name,
> + const char *name_as_gs_input);
> +
> + exec_list * const instructions;
> + struct _mesa_glsl_parse_state * const state;
> + glsl_symbol_table * const symtab;
> +
> + /**
> + * True if compatibility-profile-only variables should be included. (In
> + * desktop GL, these are always included when the GLSL version is 1.30 and
> + * or below).
> + */
> + const bool compatibility;
> +
> + const glsl_type * const bool_t;
> + const glsl_type * const int_t;
> + const glsl_type * const float_t;
> + const glsl_type * const vec2_t;
> + const glsl_type * const vec3_t;
> + const glsl_type * const vec4_t;
> + const glsl_type * const mat3_t;
> + const glsl_type * const mat4_t;
I'm not super in love with this. It saves a bit of typing, but it adds
yet another way to get at the types. I don't like having to think, "How
do I get at the types in *this* source file?"
If I'm the only objector, I don't think my opposition is strong enough
to make you change it.
> +};
> +
> +
> +builtin_variable_generator::builtin_variable_generator(
> + exec_list *instructions, struct _mesa_glsl_parse_state *state)
> + : instructions(instructions), state(state), symtab(state->symbols),
> + compatibility(!state->is_version(140, 100)),
> + bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
> + float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
> + vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
> + mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
> +{
> +}
> +
> +
> +ir_variable *
> +builtin_variable_generator::add_variable(const char *name,
> + const glsl_type *type,
> + enum ir_variable_mode mode, int slot)
> {
> ir_variable *var = new(symtab) ir_variable(type, name, mode);
>
> @@ -438,12 +406,12 @@ add_variable(exec_list *instructions, glsl_symbol_table *symtab,
> return var;
> }
>
> -static ir_variable *
> -add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
> - const char *name, const glsl_type *type)
> +
> +ir_variable *
> +builtin_variable_generator::add_uniform(const glsl_type *type,
> + const char *name)
> {
> - ir_variable *const uni =
> - add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
> + ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
>
> unsigned i;
> for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
> @@ -486,31 +454,11 @@ add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
> return uni;
> }
>
> -static void
> -add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
> - const builtin_variable *proto)
> -{
> - /* Create a new variable declaration from the description supplied by
> - * the caller.
> - */
> - const glsl_type *const type = symtab->get_type(proto->type);
> -
> - assert(type != NULL);
>
> - if (proto->mode == ir_var_uniform) {
> - add_uniform(instructions, symtab, proto->name, type);
> - } else {
> - add_variable(instructions, symtab, proto->name, type, proto->mode,
> - proto->slot);
> - }
> -}
> -
> -static ir_variable *
> -add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
> - const char *name, int value)
> +ir_variable *
> +builtin_variable_generator::add_const(const char *name, int value)
> {
> - ir_variable *const var = add_variable(instructions, symtab,
> - name, glsl_type::int_type,
> + ir_variable *const var = add_variable(name, glsl_type::int_type,
> ir_var_auto, -1);
> var->constant_value = new(var) ir_constant(value);
> var->constant_initializer = new(var) ir_constant(value);
> @@ -518,701 +466,355 @@ add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
> return var;
> }
>
> -/**
> - * Uniforms that are common to all GLSL ES implementations.
> - *
> - * Several constants in GLSL ES have different names than normal desktop GLSL.
> - * Therefore, this function should only be called on the ES path.
> - */
> -static void
> -generate_common_ES_uniforms(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> -{
> - glsl_symbol_table *const symtab = state->symbols;
> -
> - add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
> - state->Const.MaxVertexAttribs);
> - add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
> - state->Const.MaxVertexUniformComponents / 4);
> - add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
> - state->Const.MaxVertexTextureImageUnits);
> - add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
> - state->Const.MaxCombinedTextureImageUnits);
> - add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
> - state->Const.MaxTextureImageUnits);
> - add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
> - state->Const.MaxFragmentUniformComponents / 4);
> -
> - add_uniform(instructions, symtab, "gl_DepthRange",
> - state->symbols->get_type("gl_DepthRangeParameters"));
> -}
> -
> -static void
> -generate_100ES_uniforms(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> -{
> - generate_common_ES_uniforms(instructions, state);
> -
> - glsl_symbol_table *const symtab = state->symbols;
> -
> - add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
> - state->Const.MaxVaryingFloats / 4);
> -}
>
> -static void
> -generate_300ES_uniforms(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> +void
> +builtin_variable_generator::generate_constants()
> {
> - generate_common_ES_uniforms(instructions, state);
> -
> - glsl_symbol_table *const symtab = state->symbols;
> -
> - add_builtin_constant(instructions, symtab, "gl_MaxVertexOutputVectors",
> - state->Const.MaxVaryingFloats / 4);
> - add_builtin_constant(instructions, symtab, "gl_MaxFragmentInputVectors",
> - state->Const.MaxVaryingFloats / 4);
> - add_builtin_constant(instructions, symtab, "gl_MinProgramTexelOffset",
> - state->Const.MinProgramTexelOffset);
> - add_builtin_constant(instructions, symtab, "gl_MaxProgramTexelOffset",
> - state->Const.MaxProgramTexelOffset);
> -}
> + 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);
>
> -static void
> -generate_110_uniforms(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state,
> - bool add_deprecated)
> -{
> - glsl_symbol_table *const symtab = state->symbols;
> -
> - if (add_deprecated) {
> - for (unsigned i = 0
> - ; i < Elements(builtin_110_deprecated_uniforms)
> - ; i++) {
> - add_builtin_variable(instructions, symtab,
> - & builtin_110_deprecated_uniforms[i]);
> + /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
> + * vertex and fragment shader constants.
> + */
> + if (state->is_version(0, 300)) {
> + add_const("gl_MaxVertexOutputVectors",
> + state->Const.MaxVaryingFloats / 4);
> + add_const("gl_MaxFragmentInputVectors",
> + state->Const.MaxVaryingFloats / 4);
> + } else {
> + add_const("gl_MaxVaryingVectors", state->Const.MaxVaryingFloats / 4);
> }
> - }
> -
> - if (add_deprecated) {
> - add_builtin_constant(instructions, symtab, "gl_MaxLights",
> - state->Const.MaxLights);
> - add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
> - state->Const.MaxClipPlanes);
> - add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
> - state->Const.MaxTextureUnits);
> - add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
> - state->Const.MaxTextureCoords);
> - }
> - add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
> - state->Const.MaxVertexAttribs);
> - add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
> - state->Const.MaxVertexUniformComponents);
> - add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
> - state->Const.MaxVaryingFloats);
> - add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
> - state->Const.MaxVertexTextureImageUnits);
> - add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
> - state->Const.MaxCombinedTextureImageUnits);
> - add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
> - state->Const.MaxTextureImageUnits);
> - add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
> - state->Const.MaxFragmentUniformComponents);
> -
> - if (add_deprecated) {
> - const glsl_type *const mat4_array_type =
> - glsl_type::get_array_instance(glsl_type::mat4_type,
> - state->Const.MaxTextureCoords);
> -
> - add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
> - add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
> - add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
> - add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
> - }
> -
> - add_uniform(instructions, symtab, "gl_DepthRange",
> - symtab->get_type("gl_DepthRangeParameters"));
> -
> - if (add_deprecated) {
> - add_uniform(instructions, symtab, "gl_ClipPlane",
> - glsl_type::get_array_instance(glsl_type::vec4_type,
> - state->Const.MaxClipPlanes));
> - add_uniform(instructions, symtab, "gl_Point",
> - symtab->get_type("gl_PointParameters"));
> -
> - const glsl_type *const material_parameters_type =
> - symtab->get_type("gl_MaterialParameters");
> - add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
> - add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
> -
> - const glsl_type *const light_source_array_type =
> - glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
> -
> - add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
> -
> - const glsl_type *const light_model_products_type =
> - symtab->get_type("gl_LightModelProducts");
> - add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
> - light_model_products_type);
> - add_uniform(instructions, symtab, "gl_BackLightModelProduct",
> - light_model_products_type);
> -
> - const glsl_type *const light_products_type =
> - glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
> - state->Const.MaxLights);
> - add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
> - add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
> -
> - add_uniform(instructions, symtab, "gl_TextureEnvColor",
> - glsl_type::get_array_instance(glsl_type::vec4_type,
> - state->Const.MaxTextureUnits));
> -
> - const glsl_type *const texcoords_vec4 =
> - glsl_type::get_array_instance(glsl_type::vec4_type,
> - state->Const.MaxTextureCoords);
> - add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4);
> - add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
> - add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
> - add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
> - add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
> - add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
> - add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
> - add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
> -
> - add_uniform(instructions, symtab, "gl_Fog",
> - symtab->get_type("gl_FogParameters"));
> - }
> -
> - /* Mesa-internal current attrib state */
> - const glsl_type *const vert_attribs =
> - glsl_type::get_array_instance(glsl_type::vec4_type, VERT_ATTRIB_MAX);
> - add_uniform(instructions, symtab, "gl_CurrentAttribVertMESA", vert_attribs);
> - const glsl_type *const frag_attribs =
> - glsl_type::get_array_instance(glsl_type::vec4_type, VARYING_SLOT_MAX);
> - add_uniform(instructions, symtab, "gl_CurrentAttribFragMESA", frag_attribs);
> -}
> -
> -/* This function should only be called for ES, not desktop GL. */
> -static void
> -generate_100ES_vs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> -{
> - for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_core_vs_variables[i]);
> - }
> -
> - generate_100ES_uniforms(instructions, state);
> + } else {
> + add_const("gl_MaxVertexUniformComponents",
> + state->Const.MaxVertexUniformComponents);
>
> - generate_ARB_draw_buffers_variables(instructions, state, false,
> - vertex_shader);
> -}
> + /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
> + * removed
> + */
> + add_const("gl_MaxVaryingFloats", state->Const.MaxVaryingFloats);
>
> -static void
> -generate_300ES_vs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> -{
> - for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_core_vs_variables[i]);
> + add_const("gl_MaxFragmentUniformComponents",
> + state->Const.MaxFragmentUniformComponents);
> }
>
> - for (unsigned i = 0; i < Elements(builtin_300ES_vs_variables); i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_300ES_vs_variables[i]);
> + /* 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);
> }
>
> - generate_300ES_uniforms(instructions, state);
> -
> - generate_ARB_draw_buffers_variables(instructions, state, false,
> - vertex_shader);
> -}
> -
> -
> -static void
> -generate_110_vs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state,
> - bool add_deprecated)
> -{
> - for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_core_vs_variables[i]);
> + if (state->is_version(130, 0)) {
> + add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
> + add_const("gl_MaxVaryingComponents", state->Const.MaxVaryingFloats);
> }
>
> - if (add_deprecated) {
> - for (unsigned i = 0
> - ; i < Elements(builtin_110_deprecated_vs_variables)
> - ; i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_110_deprecated_vs_variables[i]);
> - }
> - }
> - generate_110_uniforms(instructions, state, add_deprecated);
> -
> - if (add_deprecated) {
> - /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
> - *
> - * "As with all arrays, indices used to subscript gl_TexCoord must
> - * either be an integral constant expressions, or this array must be
> - * re-declared by the shader with a size. The size can be at most
> - * gl_MaxTextureCoords. Using indexes close to 0 may aid the
> - * implementation in preserving varying resources."
> + 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.
> */
> - const glsl_type *const vec4_array_type =
> - glsl_type::get_array_instance(glsl_type::vec4_type, 0);
> + add_const("gl_MaxLights", state->Const.MaxLights);
>
> - add_variable(instructions, state->symbols,
> - "gl_TexCoord", vec4_array_type, ir_var_shader_out,
> - VARYING_SLOT_TEX0);
> - }
> -
> - generate_ARB_draw_buffers_variables(instructions, state, false,
> - vertex_shader);
> -}
> -
> -
> -static void
> -generate_120_vs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state,
> - bool add_deprecated)
> -{
> - /* GLSL version 1.20 did not add any built-in variables in the vertex
> - * shader.
> - */
> - generate_110_vs_variables(instructions, state, add_deprecated);
> -}
> + 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);
>
> -static void
> -generate_130_uniforms(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> -{
> - glsl_symbol_table *const symtab = state->symbols;
> -
> - add_builtin_constant(instructions, symtab, "gl_MaxClipDistances",
> - state->Const.MaxClipPlanes);
> - add_builtin_constant(instructions, symtab, "gl_MaxVaryingComponents",
> - state->Const.MaxVaryingFloats);
> -
> - if (state->ARB_shading_language_420pack_enable) {
> - add_builtin_constant(instructions, symtab, "gl_MinProgramTexelOffset",
> - state->Const.MinProgramTexelOffset);
> - add_builtin_constant(instructions, symtab, "gl_MaxProgramTexelOffset",
> - state->Const.MaxProgramTexelOffset);
> + /* 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);
> }
> }
>
>
> -static void
> -generate_130_vs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state,
> - bool add_deprecated)
> +/**
> + * Generate uniform variables (which exist in all types of shaders).
> + */
> +void
> +builtin_variable_generator::generate_uniforms()
> {
> - generate_120_vs_variables(instructions, state, add_deprecated);
> -
> - for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_130_vs_variables[i]);
> - }
> + add_uniform(typ("gl_DepthRangeParameters"), "gl_DepthRange");
> + add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
> + add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
> +
> + if (compatibility) {
> + add_uniform(mat4_t, "gl_ModelViewMatrix");
> + add_uniform(mat4_t, "gl_ProjectionMatrix");
> + add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
> + add_uniform(mat3_t, "gl_NormalMatrix");
> + add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
> + add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
> + add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
> + add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
> + add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
> + add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
> + add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
> + add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
> + add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
> + add_uniform(float_t, "gl_NormalScale");
> + add_uniform(typ("gl_LightModelParameters"), "gl_LightModel");
> + add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
> + add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
> + add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
>
> - generate_130_uniforms(instructions, state);
> -
> - /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
> - * Variables):
> - *
> - * The gl_ClipDistance array is predeclared as unsized and must
> - * be sized by the shader either redeclaring it with a size or
> - * indexing it only with integral constant expressions.
> - *
> - * We represent this in Mesa by initially declaring the array as
> - * size 0.
> - */
> - const glsl_type *const clip_distance_array_type =
> - glsl_type::get_array_instance(glsl_type::float_type, 0);
> -
> - add_variable(instructions, state->symbols,
> - "gl_ClipDistance", clip_distance_array_type, ir_var_shader_out,
> - VARYING_SLOT_CLIP_DIST0);
> + const glsl_type *const mat4_array_type =
> + array(mat4_t, state->Const.MaxTextureCoords);
> + add_uniform(mat4_array_type, "gl_TextureMatrix");
> + add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
> + add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
> + add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
>
> - generate_AMD_vertex_shader_layer_variables(instructions, state, false,
> - vertex_shader);
> -}
> + add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
> + add_uniform(typ("gl_PointParameters"), "gl_Point");
>
> + const glsl_type *const material_parameters_type =
> + typ("gl_MaterialParameters");
> + add_uniform(material_parameters_type, "gl_FrontMaterial");
> + add_uniform(material_parameters_type, "gl_BackMaterial");
>
> -static void
> -initialize_vs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> -{
> - if (state->es_shader) {
> - switch (state->language_version) {
> - case 100:
> - generate_100ES_vs_variables(instructions, state);
> - break;
> - case 300:
> - generate_300ES_vs_variables(instructions, state);
> - break;
> - default:
> - assert(!"Unexpected language version");
> - break;
> - }
> - } else {
> - switch (state->language_version) {
> - case 110:
> - generate_110_vs_variables(instructions, state, true);
> - break;
> - case 120:
> - generate_120_vs_variables(instructions, state, true);
> - break;
> - case 130:
> - generate_130_vs_variables(instructions, state, true);
> - break;
> - case 140:
> - case 150:
> - generate_130_vs_variables(instructions, state, false);
> - break;
> - default:
> - assert(!"Unexpected language version");
> - break;
> - }
> - }
> + add_uniform(array(typ("gl_LightSourceParameters"),
> + state->Const.MaxLights),
> + "gl_LightSource");
>
> - generate_ARB_draw_instanced_variables(instructions, state, false,
> - vertex_shader);
> -}
> + const glsl_type *const light_model_products_type =
> + typ("gl_LightModelProducts");
> + add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
> + add_uniform(light_model_products_type, "gl_BackLightModelProduct");
>
> + const glsl_type *const light_products_type =
> + array(typ("gl_LightProducts"), state->Const.MaxLights);
> + add_uniform(light_products_type, "gl_FrontLightProduct");
> + add_uniform(light_products_type, "gl_BackLightProduct");
>
> -/* This function should only be called for ES, not desktop GL. */
> -static void
> -generate_100ES_fs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> -{
> - for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_core_fs_variables[i]);
> - }
> + add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
> + "gl_TextureEnvColor");
>
> - for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_100ES_fs_variables[i]);
> + const glsl_type *const texcoords_vec4 =
> + array(vec4_t, state->Const.MaxTextureCoords);
> + add_uniform(texcoords_vec4, "gl_EyePlaneS");
> + add_uniform(texcoords_vec4, "gl_EyePlaneT");
> + add_uniform(texcoords_vec4, "gl_EyePlaneR");
> + add_uniform(texcoords_vec4, "gl_EyePlaneQ");
> + add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
> + add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
> + add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
> + add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
> +
> + add_uniform(typ("gl_FogParameters"), "gl_Fog");
> }
> -
> - generate_100ES_uniforms(instructions, state);
> -
> - generate_ARB_draw_buffers_variables(instructions, state, false,
> - fragment_shader);
> }
>
> -static void
> -generate_300ES_fs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> -{
> - /* Note: we don't add builtin_core_fs_variables, because it contains
> - * gl_FragColor, which is not in GLSL 3.00 ES.
> - */
> -
> - for (unsigned i = 0; i < Elements(builtin_300ES_fs_variables); i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_300ES_fs_variables[i]);
> - }
> -
> - generate_300ES_uniforms(instructions, state);
>
> - generate_ARB_draw_buffers_variables(instructions, state, false,
> - fragment_shader);
> -}
> -
> -static void
> -generate_110_fs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state,
> - bool add_deprecated)
> +/**
> + * Generate variables which only exist in vertex shaders.
> + */
> +void
> +builtin_variable_generator::generate_vs_special_vars()
> {
> - for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_core_fs_variables[i]);
> - }
> -
> - for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_110_fs_variables[i]);
> + if (state->is_version(130, 300))
> + add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
> + if (state->ARB_draw_instanced_enable)
> + add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
> + if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
> + add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
> + if (state->AMD_vertex_shader_layer_enable)
> + add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
> + if (compatibility) {
> + add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
> + add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
> + add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
> + add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
> + add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
> + add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
> + add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
> + add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
> + add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
> + add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
> + add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
> + add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
> + add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
> }
> -
> - if (add_deprecated) {
> - for (unsigned i = 0
> - ; i < Elements(builtin_110_deprecated_fs_variables)
> - ; i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_110_deprecated_fs_variables[i]);
> - }
> - }
> -
> - generate_110_uniforms(instructions, state, add_deprecated);
> -
> - if (add_deprecated) {
> - /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
> - *
> - * "As with all arrays, indices used to subscript gl_TexCoord must
> - * either be an integral constant expressions, or this array must be
> - * re-declared by the shader with a size. The size can be at most
> - * gl_MaxTextureCoords. Using indexes close to 0 may aid the
> - * implementation in preserving varying resources."
> - */
> - const glsl_type *const vec4_array_type =
> - glsl_type::get_array_instance(glsl_type::vec4_type, 0);
> -
> - add_variable(instructions, state->symbols,
> - "gl_TexCoord", vec4_array_type, ir_var_shader_in,
> - VARYING_SLOT_TEX0);
> - }
> -
> - generate_ARB_draw_buffers_variables(instructions, state, false,
> - fragment_shader);
> }
>
>
> -static void
> -generate_ARB_draw_buffers_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state,
> - bool warn, _mesa_glsl_parser_targets target)
> +/**
> + * Generate variables which only exist in geometry shaders.
> + */
> +void
> +builtin_variable_generator::generate_gs_special_vars()
> {
> - /* gl_MaxDrawBuffers is available in all shader stages.
> - */
> - ir_variable *const mdb =
> - add_builtin_constant(instructions, state->symbols, "gl_MaxDrawBuffers",
> - state->Const.MaxDrawBuffers);
> -
> - if (warn)
> - mdb->warn_extension = "GL_ARB_draw_buffers";
> + add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
>
> - /* gl_FragData is only available in the fragment shader.
> - * It is not present in GLSL 3.00 ES.
> + /* 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.
> */
> - if (target == fragment_shader && !state->is_version(0, 300)) {
> - const glsl_type *const vec4_array_type =
> - glsl_type::get_array_instance(glsl_type::vec4_type,
> - state->Const.MaxDrawBuffers);
> -
> - ir_variable *const fd =
> - add_variable(instructions, state->symbols,
> - "gl_FragData", vec4_array_type,
> - ir_var_shader_out, FRAG_RESULT_DATA0);
> -
> - if (warn)
> - fd->warn_extension = "GL_ARB_draw_buffers";
> - }
> + add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
> + add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
> }
>
>
> -static void
> -generate_ARB_draw_instanced_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state,
> - bool warn,
> - _mesa_glsl_parser_targets target)
> +/**
> + * Generate variables which only exist in fragment shaders.
> + */
> +void
> +builtin_variable_generator::generate_fs_special_vars()
> {
> - /* gl_InstanceIDARB is only available in the vertex shader.
> + add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
> + add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
> + if (state->is_version(120, 100))
> + add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
> +
> + /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
> + * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
> + * They were removed from GLSL ES 3.00.
> */
> - if (target != vertex_shader)
> - return;
> -
> - if (state->ARB_draw_instanced_enable) {
> - ir_variable *inst =
> - add_variable(instructions, state->symbols,
> - "gl_InstanceIDARB", glsl_type::int_type,
> - ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
> -
> - if (warn)
> - inst->warn_extension = "GL_ARB_draw_instanced";
> + if (compatibility || !state->is_version(420, 300)) {
> + add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
> + add_output(FRAG_RESULT_DATA0,
> + array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
> }
>
> - bool available_in_core = state->is_version(140, 300);
> - if (state->ARB_draw_instanced_enable || available_in_core) {
> - /* Originally ARB_draw_instanced only specified that ARB decorated name.
> - * Since no vendor actually implemented that behavior and some apps use
> - * the undecorated name, the extension now specifies that both names are
> - * available.
> - */
> - ir_variable *inst =
> - add_variable(instructions, state->symbols,
> - "gl_InstanceID", glsl_type::int_type,
> - ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
> -
> - if (!available_in_core && warn)
> - inst->warn_extension = "GL_ARB_draw_instanced";
> - }
> -}
> -
> -static void
> -generate_AMD_vertex_shader_layer_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state,
> - bool warn,
> - _mesa_glsl_parser_targets target)
> -{
> - /* gl_Layer is only available in the vertex shader for the
> - * AMD_vertex_shader_layer extension. It will also be available in the
> - * geometry shader when GLSL 1.50 is supported.
> + /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
> + * ES 1.00.
> */
> - if (target != vertex_shader)
> - return;
> + if (state->is_version(110, 300))
> + add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
>
> - if (state->AMD_vertex_shader_layer_enable) {
> - ir_variable *inst =
> - add_variable(instructions, state->symbols,
> - "gl_Layer", glsl_type::int_type,
> - ir_var_shader_out, VARYING_SLOT_LAYER);
> -
> - if (warn)
> - inst->warn_extension = "GL_AMD_vertex_shader_layer";
> + if (state->ARB_shader_stencil_export_enable) {
> + ir_variable *const var =
> + add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
> + if (state->ARB_shader_stencil_export_warn)
> + var->warn_extension = "GL_ARB_shader_stencil_export";
> }
> -}
> -
> -static void
> -generate_ARB_shader_stencil_export_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state,
> - bool warn)
> -{
> - /* gl_FragStencilRefARB is only available in the fragment shader.
> - */
> - ir_variable *const fd =
> - add_variable(instructions, state->symbols,
> - "gl_FragStencilRefARB", glsl_type::int_type,
> - ir_var_shader_out, FRAG_RESULT_STENCIL);
> -
> - if (warn)
> - fd->warn_extension = "GL_ARB_shader_stencil_export";
> -}
>
> -static void
> -generate_AMD_shader_stencil_export_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state,
> - bool warn)
> -{
> - /* gl_FragStencilRefAMD is only available in the fragment shader.
> - */
> - ir_variable *const fd =
> - add_variable(instructions, state->symbols,
> - "gl_FragStencilRefAMD", glsl_type::int_type,
> - ir_var_shader_out, FRAG_RESULT_STENCIL);
> -
> - if (warn)
> - fd->warn_extension = "GL_AMD_shader_stencil_export";
> -}
> -
> -static void
> -generate_120_fs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state,
> - bool add_deprecated)
> -{
> - generate_110_fs_variables(instructions, state, add_deprecated);
> -
> - for (unsigned i = 0
> - ; i < Elements(builtin_120_fs_variables)
> - ; i++) {
> - add_builtin_variable(instructions, state->symbols,
> - & builtin_120_fs_variables[i]);
> + if (state->AMD_shader_stencil_export_enable) {
> + ir_variable *const var =
> + add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
> + if (state->AMD_shader_stencil_export_warn)
> + var->warn_extension = "GL_AMD_shader_stencil_export";
> }
> }
>
> -static void
> -generate_fs_clipdistance(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> -{
> - /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
> - * Variables):
> - *
> - * The built-in input variable gl_ClipDistance array contains linearly
> - * interpolated values for the vertex values written by the vertex shader
> - * to the gl_ClipDistance vertex output variable. This array must be
> - * sized in the fragment shader either implicitly or explicitly to be the
> - * same size as it was sized in the vertex shader.
> - *
> - * In other words, the array must be pre-declared as implicitly sized. We
> - * represent this in Mesa by initially declaring the array as size 0.
> - */
> - const glsl_type *const clip_distance_array_type =
> - glsl_type::get_array_instance(glsl_type::float_type, 0);
> -
> - add_variable(instructions, state->symbols,
> - "gl_ClipDistance", clip_distance_array_type, ir_var_shader_in,
> - VARYING_SLOT_CLIP_DIST0);
> -}
>
> -static void
> -generate_130_fs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> +/**
> + * 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)
> {
> - generate_120_fs_variables(instructions, state, true);
> -
> - generate_130_uniforms(instructions, state);
> - generate_fs_clipdistance(instructions, state);
> + switch (state->target) {
> + case geometry_shader:
> + add_input(slot, array(type, 0), name_as_gs_input);
> + /* Fall through: */
This needs to be /* FALLTHROUGH */ or /* FALLTHRU */ because some static
analysis tools look specifically for one of those strings.
> + case vertex_shader:
> + add_output(slot, type, name);
> + break;
> + case fragment_shader:
> + add_input(slot, type, name);
> + break;
> + }
> }
>
>
> -static void
> -generate_140_fs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> -{
> - generate_120_fs_variables(instructions, state, false);
> -
> - generate_130_uniforms(instructions, state);
> - generate_fs_clipdistance(instructions, state);
> -}
> -
> -static void
> -initialize_fs_variables(exec_list *instructions,
> - struct _mesa_glsl_parse_state *state)
> +/**
> + * Generate variables that are used to communicate data from one shader stage
> + * to the next ("varyings").
> + */
> +void
> +builtin_variable_generator::generate_varyings()
> {
> - if (state->es_shader) {
> - switch (state->language_version) {
> - case 100:
> - generate_100ES_fs_variables(instructions, state);
> - break;
> - case 300:
> - generate_300ES_fs_variables(instructions, state);
> - break;
> - default:
> - assert(!"Unexpected language version");
> - break;
> - }
> - } else {
> - switch (state->language_version) {
> - case 110:
> - generate_110_fs_variables(instructions, state, true);
> - break;
> - case 120:
> - generate_120_fs_variables(instructions, state, true);
> - break;
> - case 130:
> - generate_130_fs_variables(instructions, state);
> - break;
> - case 140:
> - case 150:
> - generate_140_fs_variables(instructions, state);
> - break;
> - default:
> - assert(!"Unexpected language version");
> - break;
> +#define ADD_VARYING(loc, typ, name) \
> + add_varying(loc, typ, name, name "In")
> +
> + /* gl_Position and gl_PointSize are not visible from fragment shaders. */
> + if (state->target != fragment_shader) {
> + ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
> + ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
> + }
> +
> + if (state->is_version(130, 0)) {
> + ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
> + "gl_ClipDistance");
> + }
> +
> + if (compatibility) {
> + ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
> + ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
> + if (state->target == fragment_shader) {
> + ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
> + ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
> + } else {
> + ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
> + ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
> + ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
> + ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
> + ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
> }
> }
> +}
>
> - if (state->ARB_shader_stencil_export_enable)
> - generate_ARB_shader_stencil_export_variables(instructions, state,
> - state->ARB_shader_stencil_export_warn);
>
> - if (state->AMD_shader_stencil_export_enable)
> - generate_AMD_shader_stencil_export_variables(instructions, state,
> - state->AMD_shader_stencil_export_warn);
> -}
> +}; /* Anonymous namespace */
> +
>
> void
> _mesa_glsl_initialize_variables(exec_list *instructions,
> struct _mesa_glsl_parse_state *state)
> {
> + builtin_variable_generator gen(instructions, state);
> +
> + gen.generate_constants();
> + gen.generate_uniforms();
> +
> + gen.generate_varyings();
> +
> switch (state->target) {
> case vertex_shader:
> - initialize_vs_variables(instructions, state);
> + gen.generate_vs_special_vars();
> break;
> case geometry_shader:
> + gen.generate_gs_special_vars();
> break;
> case fragment_shader:
> - initialize_fs_variables(instructions, state);
> + gen.generate_fs_special_vars();
> break;
> }
> }
>
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