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52 static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
56 static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
62 static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
66 static const struct gl_builtin_uniform_element gl_Point_elements[] = {
76 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
84 static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
92 static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
111 static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
115 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
119 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
123 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
129 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
135 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
139 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
143 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
147 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
151 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
155 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
159 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
163 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
167 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
171 static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
179 static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
183 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
188 static const struct gl_builtin_uniform_element gl_CurrentAttribFrag##i##MESA_elements[] = { \
226 static const struct gl_builtin_uniform_element name ## _elements[] = { \
253 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
266 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
362 void add_field(int slot, const glsl_type *type, int precision,
363 const char *name, enum glsl_interp_mode interp);
364 const glsl_type *construct_interface_instance() const;
380 per_vertex_accumulator::add_field(int slot, const glsl_type *type,
381 int precision, const char *name,
408 const glsl_type *
409 per_vertex_accumulator::construct_interface_instance() const
435 const glsl_type *array(const glsl_type *base, unsigned elements)
440 const glsl_type *type(const char *name)
445 ir_variable *add_input(int slot, const glsl_type *type, int precision,
446 const char *name,
452 ir_variable *add_input(int slot, const glsl_type *type, const char *name,
458 ir_variable *add_output(int slot, const glsl_type *type, int precision,
459 const char *name)
464 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
469 ir_variable *add_index_output(int slot, int index, const glsl_type *type,
470 int precision, const char *name)
476 ir_variable *add_system_value(int slot, const glsl_type *type, int precision,
477 const char *name)
481 ir_variable *add_system_value(int slot, const glsl_type *type,
482 const char *name)
487 ir_variable *add_variable(const char *name, const glsl_type *type,
490 ir_variable *add_index_variable(const char *name, const glsl_type *type,
493 ir_variable *add_uniform(const glsl_type *type, int precision,
494 const char *name);
495 ir_variable *add_uniform(const glsl_type *type, const char *name)
499 ir_variable *add_const(const char *name, int precision, int value);
500 ir_variable *add_const(const char *name, int value)
504 ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
505 void add_varying(int slot, const glsl_type *type, int precision,
506 const char *name,
508 void add_varying(int slot, const glsl_type *type, const char *name,
514 exec_list * const instructions;
515 struct _mesa_glsl_parse_state * const state;
516 glsl_symbol_table * const symtab;
523 const bool compatibility;
525 const glsl_type * const bool_t;
526 const glsl_type * const int_t;
527 const glsl_type * const uint_t;
528 const glsl_type * const uint64_t;
529 const glsl_type * const float_t;
530 const glsl_type * const vec2_t;
531 const glsl_type * const vec3_t;
532 const glsl_type * const vec4_t;
533 const glsl_type * const uvec3_t;
534 const glsl_type * const mat3_t;
535 const glsl_type * const mat4_t;
557 builtin_variable_generator::add_index_variable(const char *name,
558 const glsl_type *type,
603 builtin_variable_generator::add_variable(const char *name,
604 const glsl_type *type,
648 extern "C" const struct gl_builtin_uniform_desc *
649 _mesa_glsl_get_builtin_uniform_desc(const char *name)
660 builtin_variable_generator::add_uniform(const glsl_type *type,
662 const char *name)
664 ir_variable *const uni =
667 const struct gl_builtin_uniform_desc* const statevar =
671 const unsigned array_count = type->is_array() ? type->length : 1;
678 const struct gl_builtin_uniform_element *element =
695 builtin_variable_generator::add_const(const char *name, int precision,
698 ir_variable *const var = add_variable(name, glsl_type::int_type,
708 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
711 ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
730 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
732 state->Const.MaxVertexTextureImageUnits);
734 state->Const.MaxCombinedTextureImageUnits);
735 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
736 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
744 state->Const.MaxFragmentUniformComponents);
746 state->Const.MaxVertexUniformComponents);
751 state->Const.MaxVertexUniformComponents / 4);
753 state->Const.MaxFragmentUniformComponents / 4);
760 state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
762 state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
765 state->ctx->Const.MaxVarying);
773 state->Const.MaxDualSourceDrawBuffers);
781 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
792 state->Const.MinProgramTexelOffset);
794 state->Const.MaxProgramTexelOffset);
798 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
801 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
804 add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
806 state->Const.MaxClipPlanes);
811 state->Const.MaxVertexOutputComponents);
813 state->Const.MaxGeometryInputComponents);
815 state->Const.MaxGeometryOutputComponents);
817 state->Const.MaxFragmentInputComponents);
819 state->Const.MaxGeometryTextureImageUnits);
821 state->Const.MaxGeometryOutputVertices);
823 state->Const.MaxGeometryTotalOutputComponents);
825 state->Const.MaxGeometryUniformComponents);
837 state->Const.MaxGeometryOutputComponents);
846 add_const("gl_MaxLights", state->Const.MaxLights);
848 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
853 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
859 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
864 state->Const.MaxVertexAtomicCounters);
866 state->Const.MaxFragmentAtomicCounters);
868 state->Const.MaxCombinedAtomicCounters);
870 state->Const.MaxAtomicBufferBindings);
874 state->Const.MaxGeometryAtomicCounters);
878 state->Const.MaxTessControlAtomicCounters);
880 state->Const.MaxTessEvaluationAtomicCounters);
886 state->Const.MaxVertexAtomicCounterBuffers);
888 Const.MaxFragmentAtomicCounterBuffers);
890 state->Const.MaxCombinedAtomicCounterBuffers);
892 state->Const.MaxAtomicCounterBufferSize);
896 state->Const.MaxGeometryAtomicCounterBuffers);
900 state->Const.MaxTessControlAtomicCounterBuffers);
902 state->Const.MaxTessEvaluationAtomicCounterBuffers);
908 state->Const.MaxComputeAtomicCounterBuffers);
910 state->Const.MaxComputeAtomicCounters);
912 state->Const.MaxComputeImageUniforms);
914 state->Const.MaxComputeTextureImageUnits);
916 state->Const.MaxComputeUniformComponents);
919 state->Const.MaxComputeWorkGroupCount[0],
920 state->Const.MaxComputeWorkGroupCount[1],
921 state->Const.MaxComputeWorkGroupCount[2]);
923 state->Const.MaxComputeWorkGroupSize[0],
924 state->Const.MaxComputeWorkGroupSize[1],
925 state->Const.MaxComputeWorkGroupSize[2]);
950 state->Const.MaxTransformFeedbackBuffers);
952 state->Const.MaxTransformFeedbackInterleavedComponents);
957 state->Const.MaxImageUnits);
959 state->Const.MaxVertexImageUniforms);
961 state->Const.MaxFragmentImageUniforms);
963 state->Const.MaxCombinedImageUniforms);
967 state->Const.MaxGeometryImageUniforms);
972 state->Const.MaxCombinedShaderOutputResources);
974 state->Const.MaxImageSamples);
979 state->Const.MaxTessControlImageUniforms);
981 state->Const.MaxTessEvaluationImageUniforms);
988 state->Const.MaxCombinedShaderOutputResources);
995 state->Const.MaxViewports);
999 add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
1000 add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
1001 add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
1002 add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
1003 add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
1004 add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
1005 add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
1006 add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
1007 add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
1008 add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
1009 add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
1010 add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
1016 add_const("gl_MaxSamples", state->Const.MaxSamples);
1057 const glsl_type *const mat4_array_type =
1058 array(mat4_t, state->Const.MaxTextureCoords);
1064 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
1067 const glsl_type *const material_parameters_type =
1073 state->Const.MaxLights),
1076 const glsl_type *const light_model_products_type =
1081 const glsl_type *const light_products_type =
1082 array(type("gl_LightProducts"), state->Const.MaxLights);
1086 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
1089 const glsl_type *const texcoords_vec4 =
1090 array(vec4_t, state->Const.MaxTextureCoords);
1191 int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
1232 if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
1316 if (this->state->ctx->Const.GLSLFragCoordIsSysVal) {
1323 if (this->state->ctx->Const.GLSLFrontFacingIsSysVal) {
1332 if (this->state->ctx->Const.GLSLPointCoordIsSysVal)
1354 array(vec4_t, state->Const.MaxDrawBuffers),
1360 ir_variable *const var =
1362 array(vec4_t, state->Const.MaxDrawBuffers),
1374 array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
1390 ir_variable *const var =
1397 ir_variable *const var =
1476 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1477 int precision, const char *name,
1509 &state->ctx->Const.ShaderCompilerOptions[state->stage];
1598 const glsl_type *per_vertex_in_type =
1600 add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1604 const glsl_type *per_vertex_in_type =
1610 const glsl_type *per_vertex_out_type =
1618 const glsl_type *per_vertex_out_type =
1620 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;