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1 /*
2  * Copyright © 2010 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21  * DEALINGS IN THE SOFTWARE.
22  */
23 
24 #include "ir.h"
25 #include "glsl_parser_extras.h"
26 #include "glsl_symbol_table.h"
27 #include "builtin_variables.h"
28 
29 static void generate_ARB_draw_buffers_variables(exec_list *,
30 						struct _mesa_glsl_parse_state *,
31 						bool, _mesa_glsl_parser_targets);
32 
33 static ir_variable *
add_variable(const char * name,enum ir_variable_mode mode,int slot,const glsl_type * type,exec_list * instructions,glsl_symbol_table * symtab)34 add_variable(const char *name, enum ir_variable_mode mode, int slot,
35 	     const glsl_type *type, exec_list *instructions,
36 		     glsl_symbol_table *symtab)
37 {
38    ir_variable *var = new(symtab) ir_variable(type, name, mode);
39 
40    switch (var->mode) {
41    case ir_var_auto:
42    case ir_var_in:
43    case ir_var_uniform:
44       var->read_only = true;
45       break;
46    case ir_var_inout:
47    case ir_var_out:
48       break;
49    default:
50       assert(0);
51       break;
52    }
53 
54    var->location = slot;
55    var->explicit_location = (slot >= 0);
56 
57    /* Once the variable is created an initialized, add it to the symbol table
58     * and add the declaration to the IR stream.
59     */
60    instructions->push_tail(var);
61 
62    symtab->add_variable(var);
63    return var;
64 }
65 
66 static ir_variable *
add_uniform(exec_list * instructions,struct _mesa_glsl_parse_state * state,const char * name,const glsl_type * type)67 add_uniform(exec_list *instructions,
68 	    struct _mesa_glsl_parse_state *state,
69 	    const char *name, const glsl_type *type)
70 {
71    return add_variable(name, ir_var_uniform, -1, type, instructions,
72 		       state->symbols);
73 }
74 
75 static void
add_builtin_variable(const builtin_variable * proto,exec_list * instructions,glsl_symbol_table * symtab)76 add_builtin_variable(const builtin_variable *proto, exec_list *instructions,
77 		     glsl_symbol_table *symtab)
78 {
79    /* Create a new variable declaration from the description supplied by
80     * the caller.
81     */
82    const glsl_type *const type = symtab->get_type(proto->type);
83 
84    assert(type != NULL);
85 
86    add_variable(proto->name, proto->mode, proto->slot, type, instructions,
87 		symtab);
88 }
89 
90 static void
add_builtin_constant(exec_list * instructions,struct _mesa_glsl_parse_state * state,const char * name,int value)91 add_builtin_constant(exec_list *instructions,
92 		     struct _mesa_glsl_parse_state *state,
93 		     const char *name, int value)
94 {
95    ir_variable *const var = add_variable(name, ir_var_auto,
96 					 -1, glsl_type::int_type,
97 					 instructions, state->symbols);
98    var->constant_value = new(var) ir_constant(value);
99 }
100 
101 /* Several constants in GLSL ES have different names than normal desktop GLSL.
102  * Therefore, this function should only be called on the ES path.
103  */
104 static void
generate_100ES_uniforms(exec_list * instructions,struct _mesa_glsl_parse_state * state)105 generate_100ES_uniforms(exec_list *instructions,
106 		     struct _mesa_glsl_parse_state *state)
107 {
108    add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
109 			state->Const.MaxVertexAttribs);
110    add_builtin_constant(instructions, state, "gl_MaxVertexUniformVectors",
111 			state->Const.MaxVertexUniformComponents);
112    add_builtin_constant(instructions, state, "gl_MaxVaryingVectors",
113 			state->Const.MaxVaryingFloats / 4);
114    add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
115 			state->Const.MaxVertexTextureImageUnits);
116    add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
117 			state->Const.MaxCombinedTextureImageUnits);
118    add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
119 			state->Const.MaxTextureImageUnits);
120    add_builtin_constant(instructions, state, "gl_MaxFragmentUniformVectors",
121 			state->Const.MaxFragmentUniformComponents);
122 
123    add_uniform(instructions, state, "gl_DepthRange",
124 	       state->symbols->get_type("gl_DepthRangeParameters"));
125 }
126 
127 static void
generate_110_uniforms(exec_list * instructions,struct _mesa_glsl_parse_state * state)128 generate_110_uniforms(exec_list *instructions,
129 		      struct _mesa_glsl_parse_state *state)
130 {
131    for (unsigned i = 0
132 	   ; i < Elements(builtin_110_deprecated_uniforms)
133 	   ; i++) {
134       add_builtin_variable(& builtin_110_deprecated_uniforms[i],
135 			   instructions, state->symbols);
136    }
137 
138    add_builtin_constant(instructions, state, "gl_MaxLights",
139 			state->Const.MaxLights);
140    add_builtin_constant(instructions, state, "gl_MaxClipPlanes",
141 			state->Const.MaxClipPlanes);
142    add_builtin_constant(instructions, state, "gl_MaxTextureUnits",
143 			state->Const.MaxTextureUnits);
144    add_builtin_constant(instructions, state, "gl_MaxTextureCoords",
145 			state->Const.MaxTextureCoords);
146    add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
147 			state->Const.MaxVertexAttribs);
148    add_builtin_constant(instructions, state, "gl_MaxVertexUniformComponents",
149 			state->Const.MaxVertexUniformComponents);
150    add_builtin_constant(instructions, state, "gl_MaxVaryingFloats",
151 			state->Const.MaxVaryingFloats);
152    add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
153 			state->Const.MaxVertexTextureImageUnits);
154    add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
155 			state->Const.MaxCombinedTextureImageUnits);
156    add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
157 			state->Const.MaxTextureImageUnits);
158    add_builtin_constant(instructions, state, "gl_MaxFragmentUniformComponents",
159 			state->Const.MaxFragmentUniformComponents);
160 
161    const glsl_type *const mat4_array_type =
162       glsl_type::get_array_instance(glsl_type::mat4_type,
163 				    state->Const.MaxTextureCoords);
164 
165    add_uniform(instructions, state, "gl_TextureMatrix", mat4_array_type);
166    add_uniform(instructions, state, "gl_TextureMatrixInverse", mat4_array_type);
167    add_uniform(instructions, state, "gl_TextureMatrixTranspose", mat4_array_type);
168    add_uniform(instructions, state, "gl_TextureMatrixInverseTranspose", mat4_array_type);
169 
170    add_uniform(instructions, state, "gl_DepthRange",
171 		state->symbols->get_type("gl_DepthRangeParameters"));
172 
173    add_uniform(instructions, state, "gl_ClipPlane",
174 	       glsl_type::get_array_instance(glsl_type::vec4_type,
175 					     state->Const.MaxClipPlanes));
176    add_uniform(instructions, state, "gl_Point",
177 	       state->symbols->get_type("gl_PointParameters"));
178 
179    const glsl_type *const material_parameters_type =
180       state->symbols->get_type("gl_MaterialParameters");
181    add_uniform(instructions, state, "gl_FrontMaterial", material_parameters_type);
182    add_uniform(instructions, state, "gl_BackMaterial", material_parameters_type);
183 
184    const glsl_type *const light_source_array_type =
185       glsl_type::get_array_instance(state->symbols->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
186 
187    add_uniform(instructions, state, "gl_LightSource", light_source_array_type);
188 
189    const glsl_type *const light_model_products_type =
190       state->symbols->get_type("gl_LightModelProducts");
191    add_uniform(instructions, state, "gl_FrontLightModelProduct",
192 	       light_model_products_type);
193    add_uniform(instructions, state, "gl_BackLightModelProduct",
194 	       light_model_products_type);
195 
196    const glsl_type *const light_products_type =
197       glsl_type::get_array_instance(state->symbols->get_type("gl_LightProducts"),
198 				    state->Const.MaxLights);
199    add_uniform(instructions, state, "gl_FrontLightProduct", light_products_type);
200    add_uniform(instructions, state, "gl_BackLightProduct", light_products_type);
201 
202    add_uniform(instructions, state, "gl_TextureEnvColor",
203 	       glsl_type::get_array_instance(glsl_type::vec4_type,
204 					     state->Const.MaxTextureUnits));
205 
206    const glsl_type *const texcoords_vec4 =
207       glsl_type::get_array_instance(glsl_type::vec4_type,
208 				    state->Const.MaxTextureCoords);
209    add_uniform(instructions, state, "gl_EyePlaneS", texcoords_vec4);
210    add_uniform(instructions, state, "gl_EyePlaneT", texcoords_vec4);
211    add_uniform(instructions, state, "gl_EyePlaneR", texcoords_vec4);
212    add_uniform(instructions, state, "gl_EyePlaneQ", texcoords_vec4);
213    add_uniform(instructions, state, "gl_ObjectPlaneS", texcoords_vec4);
214    add_uniform(instructions, state, "gl_ObjectPlaneT", texcoords_vec4);
215    add_uniform(instructions, state, "gl_ObjectPlaneR", texcoords_vec4);
216    add_uniform(instructions, state, "gl_ObjectPlaneQ", texcoords_vec4);
217 
218    add_uniform(instructions, state, "gl_Fog",
219 	       state->symbols->get_type("gl_FogParameters"));
220 }
221 
222 /* This function should only be called for ES, not desktop GL. */
223 static void
generate_100ES_vs_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)224 generate_100ES_vs_variables(exec_list *instructions,
225 			  struct _mesa_glsl_parse_state *state)
226 {
227    for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
228       add_builtin_variable(& builtin_core_vs_variables[i],
229 			   instructions, state->symbols);
230    }
231 
232    generate_100ES_uniforms(instructions, state);
233 
234    generate_ARB_draw_buffers_variables(instructions, state, false,
235 				       vertex_shader);
236 }
237 
238 
239 static void
generate_110_vs_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)240 generate_110_vs_variables(exec_list *instructions,
241 			  struct _mesa_glsl_parse_state *state)
242 {
243    for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
244       add_builtin_variable(& builtin_core_vs_variables[i],
245 			   instructions, state->symbols);
246    }
247 
248    for (unsigned i = 0
249 	   ; i < Elements(builtin_110_deprecated_vs_variables)
250 	   ; i++) {
251       add_builtin_variable(& builtin_110_deprecated_vs_variables[i],
252 			   instructions, state->symbols);
253    }
254    generate_110_uniforms(instructions, state);
255 
256    /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
257     *
258     *     "As with all arrays, indices used to subscript gl_TexCoord must
259     *     either be an integral constant expressions, or this array must be
260     *     re-declared by the shader with a size. The size can be at most
261     *     gl_MaxTextureCoords. Using indexes close to 0 may aid the
262     *     implementation in preserving varying resources."
263     */
264    const glsl_type *const vec4_array_type =
265       glsl_type::get_array_instance(glsl_type::vec4_type, 0);
266 
267    add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type,
268 		instructions, state->symbols);
269 
270    generate_ARB_draw_buffers_variables(instructions, state, false,
271 				       vertex_shader);
272 }
273 
274 
275 static void
generate_120_vs_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)276 generate_120_vs_variables(exec_list *instructions,
277 			  struct _mesa_glsl_parse_state *state)
278 {
279    /* GLSL version 1.20 did not add any built-in variables in the vertex
280     * shader.
281     */
282    generate_110_vs_variables(instructions, state);
283 }
284 
285 
286 static void
generate_130_vs_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)287 generate_130_vs_variables(exec_list *instructions,
288 			  struct _mesa_glsl_parse_state *state)
289 {
290    generate_120_vs_variables(instructions, state);
291 
292    for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
293       add_builtin_variable(& builtin_130_vs_variables[i],
294 			   instructions, state->symbols);
295    }
296 
297    const glsl_type *const clip_distance_array_type =
298       glsl_type::get_array_instance(glsl_type::float_type,
299 				    state->Const.MaxClipPlanes);
300 
301    /* FINISHME: gl_ClipDistance needs a real location assigned. */
302    add_variable("gl_ClipDistance", ir_var_out, -1, clip_distance_array_type,
303 		instructions, state->symbols);
304 
305 }
306 
307 
308 static void
initialize_vs_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)309 initialize_vs_variables(exec_list *instructions,
310 			struct _mesa_glsl_parse_state *state)
311 {
312 
313    switch (state->language_version) {
314    case 100:
315       generate_100ES_vs_variables(instructions, state);
316       break;
317    case 110:
318       generate_110_vs_variables(instructions, state);
319       break;
320    case 120:
321       generate_120_vs_variables(instructions, state);
322       break;
323    case 130:
324       generate_130_vs_variables(instructions, state);
325       break;
326    }
327 }
328 
329 /* This function should only be called for ES, not desktop GL. */
330 static void
generate_100ES_fs_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)331 generate_100ES_fs_variables(exec_list *instructions,
332 			  struct _mesa_glsl_parse_state *state)
333 {
334    for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
335       add_builtin_variable(& builtin_core_fs_variables[i],
336 			   instructions, state->symbols);
337    }
338 
339    for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
340       add_builtin_variable(& builtin_100ES_fs_variables[i],
341 			   instructions, state->symbols);
342    }
343 
344    generate_100ES_uniforms(instructions, state);
345 
346    generate_ARB_draw_buffers_variables(instructions, state, false,
347 				       fragment_shader);
348 }
349 
350 static void
generate_110_fs_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)351 generate_110_fs_variables(exec_list *instructions,
352 			  struct _mesa_glsl_parse_state *state)
353 {
354    for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
355       add_builtin_variable(& builtin_core_fs_variables[i],
356 			   instructions, state->symbols);
357    }
358 
359    for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
360       add_builtin_variable(& builtin_110_fs_variables[i],
361 			   instructions, state->symbols);
362    }
363 
364    for (unsigned i = 0
365 	   ; i < Elements(builtin_110_deprecated_fs_variables)
366 	   ; i++) {
367       add_builtin_variable(& builtin_110_deprecated_fs_variables[i],
368 			   instructions, state->symbols);
369    }
370    generate_110_uniforms(instructions, state);
371 
372    /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
373     *
374     *     "As with all arrays, indices used to subscript gl_TexCoord must
375     *     either be an integral constant expressions, or this array must be
376     *     re-declared by the shader with a size. The size can be at most
377     *     gl_MaxTextureCoords. Using indexes close to 0 may aid the
378     *     implementation in preserving varying resources."
379     */
380    const glsl_type *const vec4_array_type =
381       glsl_type::get_array_instance(glsl_type::vec4_type, 0);
382 
383    add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type,
384 		instructions, state->symbols);
385 
386    generate_ARB_draw_buffers_variables(instructions, state, false,
387 				       fragment_shader);
388 }
389 
390 
391 static void
generate_ARB_draw_buffers_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state,bool warn,_mesa_glsl_parser_targets target)392 generate_ARB_draw_buffers_variables(exec_list *instructions,
393 				    struct _mesa_glsl_parse_state *state,
394 				    bool warn, _mesa_glsl_parser_targets target)
395 {
396    /* gl_MaxDrawBuffers is available in all shader stages.
397     */
398    ir_variable *const mdb =
399       add_variable("gl_MaxDrawBuffers", ir_var_auto, -1,
400 		   glsl_type::int_type, instructions, state->symbols);
401 
402    if (warn)
403       mdb->warn_extension = "GL_ARB_draw_buffers";
404 
405    mdb->constant_value = new(mdb)
406       ir_constant(int(state->Const.MaxDrawBuffers));
407 
408 
409    /* gl_FragData is only available in the fragment shader.
410     */
411    if (target == fragment_shader) {
412       const glsl_type *const vec4_array_type =
413 	 glsl_type::get_array_instance(glsl_type::vec4_type,
414 				       state->Const.MaxDrawBuffers);
415 
416       ir_variable *const fd =
417 	 add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0,
418 		      vec4_array_type, instructions, state->symbols);
419 
420       if (warn)
421 	 fd->warn_extension = "GL_ARB_draw_buffers";
422    }
423 }
424 
425 static void
generate_ARB_shader_stencil_export_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state,bool warn)426 generate_ARB_shader_stencil_export_variables(exec_list *instructions,
427 					     struct _mesa_glsl_parse_state *state,
428 					     bool warn)
429 {
430    /* gl_FragStencilRefARB is only available in the fragment shader.
431     */
432    ir_variable *const fd =
433       add_variable("gl_FragStencilRefARB", ir_var_out, FRAG_RESULT_STENCIL,
434 		   glsl_type::int_type, instructions, state->symbols);
435 
436    if (warn)
437       fd->warn_extension = "GL_ARB_shader_stencil_export";
438 }
439 
440 static void
generate_120_fs_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)441 generate_120_fs_variables(exec_list *instructions,
442 			  struct _mesa_glsl_parse_state *state)
443 {
444    generate_110_fs_variables(instructions, state);
445 
446    for (unsigned i = 0
447 	   ; i < Elements(builtin_120_fs_variables)
448 	   ; i++) {
449       add_builtin_variable(& builtin_120_fs_variables[i],
450 			   instructions, state->symbols);
451    }
452 }
453 
454 static void
generate_130_fs_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)455 generate_130_fs_variables(exec_list *instructions,
456 			  struct _mesa_glsl_parse_state *state)
457 {
458    generate_120_fs_variables(instructions, state);
459 
460    const glsl_type *const clip_distance_array_type =
461       glsl_type::get_array_instance(glsl_type::float_type,
462 				    state->Const.MaxClipPlanes);
463 
464    /* FINISHME: gl_ClipDistance needs a real location assigned. */
465    add_variable("gl_ClipDistance", ir_var_in, -1, clip_distance_array_type,
466 		instructions, state->symbols);
467 }
468 
469 static void
initialize_fs_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)470 initialize_fs_variables(exec_list *instructions,
471 			struct _mesa_glsl_parse_state *state)
472 {
473 
474    switch (state->language_version) {
475    case 100:
476       generate_100ES_fs_variables(instructions, state);
477       break;
478    case 110:
479       generate_110_fs_variables(instructions, state);
480       break;
481    case 120:
482       generate_120_fs_variables(instructions, state);
483       break;
484    case 130:
485       generate_130_fs_variables(instructions, state);
486       break;
487    }
488 
489    if (state->ARB_shader_stencil_export_enable)
490       generate_ARB_shader_stencil_export_variables(instructions, state,
491 						   state->ARB_shader_stencil_export_warn);
492 }
493 
494 void
_mesa_glsl_initialize_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)495 _mesa_glsl_initialize_variables(exec_list *instructions,
496 				struct _mesa_glsl_parse_state *state)
497 {
498    switch (state->target) {
499    case vertex_shader:
500       initialize_vs_variables(instructions, state);
501       break;
502    case geometry_shader:
503       break;
504    case fragment_shader:
505       initialize_fs_variables(instructions, state);
506       break;
507    }
508 }
509