mesa/ir_variable.cpp

325 lines
9.5 KiB
C++

/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <stdio.h>
#include "glsl_parser_extras.h"
#include "glsl_symbol_table.h"
#include "ir.h"
#include "builtin_variables.h"
#ifndef Elements
#define Elements(x) (sizeof(x)/sizeof(*(x)))
#endif
static ir_variable *
add_variable(const char *name, enum ir_variable_mode mode,
const glsl_type *type, exec_list *instructions,
glsl_symbol_table *symtab)
{
ir_variable *var = new ir_variable(type, name);
var->mode = mode;
switch (var->mode) {
case ir_var_in:
var->shader_in = true;
var->read_only = true;
break;
case ir_var_inout:
var->shader_in = true;
var->shader_out = true;
break;
case ir_var_out:
var->shader_out = true;
break;
case ir_var_uniform:
var->shader_in = true;
var->read_only = true;
break;
default:
assert(0);
break;
}
/* 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->name, var);
return var;
}
static void
add_builtin_variable(const builtin_variable *proto, exec_list *instructions,
glsl_symbol_table *symtab)
{
/* 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);
add_variable(proto->name, proto->mode, type, instructions, symtab);
}
static void
generate_110_uniforms(exec_list *instructions,
glsl_symbol_table *symtab)
{
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_uniforms)
; i++) {
add_builtin_variable(& builtin_110_deprecated_uniforms[i],
instructions, symtab);
}
/* FINISHME: The size of this array is implementation dependent based on the
* FINISHME: value of GL_MAX_TEXTURE_COORDS. GL_MAX_TEXTURE_COORDS must be
* FINISHME: at least 2, so hard-code 2 for now.
*/
const glsl_type *const mat4_array_type =
glsl_type::get_array_instance(glsl_type::mat4_type, 2);
add_variable("gl_TextureMatrix", ir_var_uniform, mat4_array_type,
instructions, symtab);
/* FINISHME: Add support for gl_DepthRangeParameters */
/* FINISHME: Add support for gl_ClipPlane[] */
/* FINISHME: Add support for gl_PointParameters */
/* FINISHME: Add support for gl_MaterialParameters
* FINISHME: (glFrontMaterial, glBackMaterial)
*/
/* FINISHME: Add support for gl_LightSource[] */
/* FINISHME: Add support for gl_LightModel */
/* FINISHME: Add support for gl_FrontLightProduct[], gl_BackLightProduct[] */
/* FINISHME: Add support for gl_TextureEnvColor[] */
/* FINISHME: Add support for gl_ObjectPlane*[], gl_EyePlane*[] */
/* FINISHME: Add support for gl_Fog */
}
static void
generate_110_vs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
{
for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
add_builtin_variable(& builtin_core_vs_variables[i],
instructions, symtab);
}
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_vs_variables)
; i++) {
add_builtin_variable(& builtin_110_deprecated_vs_variables[i],
instructions, symtab);
}
generate_110_uniforms(instructions, symtab);
/* FINISHME: The size of this array is implementation dependent based on the
* FINISHME: value of GL_MAX_TEXTURE_COORDS. GL_MAX_TEXTURE_COORDS must be
* FINISHME: at least 2, so hard-code 2 for now.
*/
const glsl_type *const vec4_array_type =
glsl_type::get_array_instance(glsl_type::vec4_type, 2);
add_variable("gl_TexCoord", ir_var_out, vec4_array_type, instructions,
symtab);
}
static void
generate_120_vs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
{
/* GLSL version 1.20 did not add any built-in variables in the vertex
* shader.
*/
generate_110_vs_variables(instructions, symtab);
}
static void
generate_130_vs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
{
generate_120_vs_variables(instructions, symtab);
for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
add_builtin_variable(& builtin_130_vs_variables[i],
instructions, symtab);
}
/* FINISHME: The size of this array is implementation dependent based on
* FINISHME: the value of GL_MAX_CLIP_DISTANCES.
*/
const glsl_type *const clip_distance_array_type =
glsl_type::get_array_instance(glsl_type::float_type, 8);
add_variable("gl_ClipDistance", ir_var_out, clip_distance_array_type,
instructions, symtab);
}
static void
initialize_vs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
switch (state->language_version) {
case 110:
generate_110_vs_variables(instructions, state->symbols);
break;
case 120:
generate_120_vs_variables(instructions, state->symbols);
break;
case 130:
generate_130_vs_variables(instructions, state->symbols);
break;
}
}
static void
generate_110_fs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
{
for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
add_builtin_variable(& builtin_core_fs_variables[i],
instructions, symtab);
}
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_fs_variables)
; i++) {
add_builtin_variable(& builtin_110_deprecated_fs_variables[i],
instructions, symtab);
}
generate_110_uniforms(instructions, symtab);
/* FINISHME: The size of this array is implementation dependent based on the
* FINISHME: value of GL_MAX_TEXTURE_COORDS. GL_MAX_TEXTURE_COORDS must be
* FINISHME: at least 2, so hard-code 2 for now.
*/
const glsl_type *const vec4_array_type =
glsl_type::get_array_instance(glsl_type::vec4_type, 2);
add_variable("gl_TexCoord", ir_var_in, vec4_array_type, instructions,
symtab);
}
static void
generate_ARB_draw_buffers_fs_variables(exec_list *instructions,
glsl_symbol_table *symtab, bool warn)
{
/* FINISHME: The size of this array is implementation dependent based on the
* FINISHME: value of GL_MAX_DRAW_BUFFERS. GL_MAX_DRAW_BUFFERS must be
* FINISHME: at least 1, so hard-code 1 for now.
*/
const glsl_type *const vec4_array_type =
glsl_type::get_array_instance(glsl_type::vec4_type, 1);
ir_variable *const fd =
add_variable("gl_FragData", ir_var_out, vec4_array_type, instructions,
symtab);
if (warn)
fd->warn_extension = "GL_ARB_draw_buffers";
}
static void
generate_120_fs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
{
generate_110_fs_variables(instructions, symtab);
generate_ARB_draw_buffers_fs_variables(instructions, symtab, false);
}
static void
generate_130_fs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
{
generate_120_fs_variables(instructions, symtab);
/* FINISHME: The size of this array is implementation dependent based on
* FINISHME: the value of GL_MAX_CLIP_DISTANCES.
*/
const glsl_type *const clip_distance_array_type =
glsl_type::get_array_instance(glsl_type::float_type, 8);
add_variable("gl_ClipDistance", ir_var_in, clip_distance_array_type,
instructions, symtab);
}
static void
initialize_fs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
switch (state->language_version) {
case 110:
generate_110_fs_variables(instructions, state->symbols);
break;
case 120:
generate_120_fs_variables(instructions, state->symbols);
break;
case 130:
generate_130_fs_variables(instructions, state->symbols);
break;
}
/* Since GL_ARB_draw_buffers is included in GLSL 1.20 and later, we
* can basically ignore any extension settings for it.
*/
if (state->language_version < 120) {
if (state->ARB_draw_buffers_enable) {
generate_ARB_draw_buffers_fs_variables(instructions, state->symbols,
state->ARB_draw_buffers_warn);
}
}
}
void
_mesa_glsl_initialize_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
switch (state->target) {
case vertex_shader:
initialize_vs_variables(instructions, state);
break;
case geometry_shader:
break;
case fragment_shader:
initialize_fs_variables(instructions, state);
break;
case ir_shader:
fprintf(stderr, "ir reader has no builtin variables");
exit(1);
break;
}
}