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List:       mesa3d-dev
Subject:    Re: [Mesa-dev] [PATCH RFC 3/3] glsl: Rework builtin_variables.cpp to reduce code duplication.
From:       Ian Romanick <idr () freedesktop ! org>
Date:       2013-07-11 23:30:41
Message-ID: 51DF4021.7030806 () freedesktop ! org
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On 07/11/2013 03:52 PM, Paul Berry wrote:
> On 11 July 2013 14:09, Ian Romanick <idr@freedesktop.org
> <mailto:idr@freedesktop.org>> wrote:
> 
> 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.
> 
> 
> Not exactly.  My reading of the specs is that in a forward-compatible
> 3.0+ context, all deprecated variables are removed *except*
> gl_FragColor, gl_FragData, and gl_MaxVaryingFloats.  These three
> variables are marked as "deprecated" in GLSL 1.30 through 4.10, but the
> text that says that they are only available in the compatibility profile
> does not appear until GLSL 4.20.  This looks like a deliberate change
> rather than a correction of an oversight, since GLSL 4.20 lists
> gl_FragColor and gl_FragData in its summary of changes since 4.10 as
> "Move these previously deprecated features to be only in the
> compatibility profile".

I think we're miscommunicating, so I'll try to clarify. 
Forward-compatible is a special kind of context that the user has to 
opt-in.  This is different than a core profile or 3.1 without 
GL_ARB_compatibility.  In a forward-compatible context every deprecated 
feature is removed, even if no future spec removes it.

So, this means there's really three kinds of context: compatibility 
profile, core profile, and forward-compatible core profile.

Section 1.6 (Deprecation) of the 1.30, 1.40, and 1.50 GLSL specs say:

     "The OpenGL API has a forward compatibility mode that will disallow
     use of deprecated features. If compiling in a mode where use of
     deprecated features is disallowed, their use causes compile time
     errors."

That gl_FragColor and gl_FragData weren't removed in 1.40 (with 3.1 
without GL_ARB_compatibility) or 1.50 (with a 3.2 core profile) doesn't 
matter for this case.  If the user makes a 3.{0,1,2,3} 
forward-compatible context, they are gone because they are deprecated.

> Do we handle the forward-compatible context case correctly?
> 
> 
> If you mean to ask: "do we do the right thing if the user attempts to
> compile a pre-GLSL-1.40 shader in a forward-compatible context", then I
> believe the answer is no.  We go ahead and enable the compatibility-only
> variables in that case.  With my rewrite, that bug should be trivial to
> fix.  I'll make a follow-up patch to fix it.  Unfortunately, without my
> rewrite, it would be a pain to fix.

With the above clarification, what I'm asking is if the user creates a 
3.1 forward-compatible context, does the following shader fail to compile?

#version 140
void main() { gl_FragColor = vec4(0); }

> 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___ModelViewProjectionMatrixInver__se" },
> -   { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixTranspose" },
> -   { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixTranspose" },
> -   { ir_var_uniform, -1, "mat4",
> "gl___ModelViewProjectionMatrixTrans__pose" },
> -   { ir_var_uniform, -1, "mat4",
> "gl___ModelViewMatrixInverseTranspos__e" },
> -   { ir_var_uniform, -1, "mat4",
> "gl___ProjectionMatrixInverseTranspo__se" },
> -   { ir_var_uniform, -1, "mat4",
> "gl___ModelViewProjectionMatrixInver__seTranspose" },
> -   { 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.
> 
> 
> Ok, I'll fix this.
> 
> 
> +   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.
> 
> 
> I don't have a strong opinion either, although for the record I wasn't
> trying to save typing so much as I was trying to aid in readibility by
> keeping things on one 80-column line.  Without these definitions, 18 of
> the variable declarations that follow would have to get split to
> multiple lines, e.g.

That makes sense.  I remember you mentioning that before you sent the 
patches out.

> ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
> 
> would become
> 
> ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, glsl_type::vec4_type,
> "gl_ClipVertex");
> 
> I honestly could go either way.

Well, if nobody else speaks up, just leave it as is.

> +};
> +
> +
> +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___ModelViewProjectionMatrixInver__se");
> +      add_uniform(mat4_t, "gl_ModelViewMatrixTranspose")__;
> +      add_uniform(mat4_t, "gl_ProjectionMatrixTranspose"__);
> +      add_uniform(mat4_t,
> "gl___ModelViewProjectionMatrixTrans__pose");
> +      add_uniform(mat4_t,
> "gl___ModelViewMatrixInverseTranspos__e");
> +      add_uniform(mat4_t,
> "gl___ProjectionMatrixInverseTranspo__se");
> +      add_uniform(mat4_t,
> "gl___ModelViewProjectionMatrixInver__seTranspose");
> +      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.
> 
> 
> Ok, I'll change that.
> 
> 
> 
> +   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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