linker: Reject shaders that have unresolved function calls
[mesa/nouveau-pmpeg.git] / src / glsl / ir_variable.cpp
blob1eff740ef96f8a837866d2760febb8ca76b5232f
1 /*
2 * Copyright © 2010 Intel Corporation
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:
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.
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.
24 #include "ir.h"
25 #include "glsl_parser_extras.h"
26 #include "glsl_symbol_table.h"
27 #include "builtin_variables.h"
29 static void generate_ARB_draw_buffers_variables(exec_list *,
30 struct _mesa_glsl_parse_state *,
31 bool, _mesa_glsl_parser_targets);
33 static ir_variable *
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)
38 ir_variable *var = new(symtab) ir_variable(type, name, mode);
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;
54 var->location = slot;
56 /* Once the variable is created an initialized, add it to the symbol table
57 * and add the declaration to the IR stream.
59 instructions->push_tail(var);
61 symtab->add_variable(var->name, var);
62 return var;
65 static ir_variable *
66 add_uniform(exec_list *instructions,
67 struct _mesa_glsl_parse_state *state,
68 const char *name, const glsl_type *type)
70 return add_variable(name, ir_var_uniform, -1, type, instructions,
71 state->symbols);
74 static void
75 add_builtin_variable(const builtin_variable *proto, exec_list *instructions,
76 glsl_symbol_table *symtab)
78 /* Create a new variable declaration from the description supplied by
79 * the caller.
81 const glsl_type *const type = symtab->get_type(proto->type);
83 assert(type != NULL);
85 add_variable(proto->name, proto->mode, proto->slot, type, instructions,
86 symtab);
89 static void
90 add_builtin_constant(exec_list *instructions,
91 struct _mesa_glsl_parse_state *state,
92 const char *name, int value)
94 ir_variable *const var = add_variable(name, ir_var_auto,
95 -1, glsl_type::int_type,
96 instructions, state->symbols);
97 var->constant_value = new(var) ir_constant(value);
100 /* Several constants in GLSL ES have different names than normal desktop GLSL.
101 * Therefore, this function should only be called on the ES path.
103 static void
104 generate_100ES_uniforms(exec_list *instructions,
105 struct _mesa_glsl_parse_state *state)
107 add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
108 state->Const.MaxVertexAttribs);
109 add_builtin_constant(instructions, state, "gl_MaxVertexUniformVectors",
110 state->Const.MaxVertexUniformComponents);
111 add_builtin_constant(instructions, state, "gl_MaxVaryingVectors",
112 state->Const.MaxVaryingFloats / 4);
113 add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
114 state->Const.MaxVertexTextureImageUnits);
115 add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
116 state->Const.MaxCombinedTextureImageUnits);
117 add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
118 state->Const.MaxTextureImageUnits);
119 add_builtin_constant(instructions, state, "gl_MaxFragmentUniformVectors",
120 state->Const.MaxFragmentUniformComponents);
122 add_uniform(instructions, state, "gl_DepthRange",
123 state->symbols->get_type("gl_DepthRangeParameters"));
126 static void
127 generate_110_uniforms(exec_list *instructions,
128 struct _mesa_glsl_parse_state *state)
130 for (unsigned i = 0
131 ; i < Elements(builtin_110_deprecated_uniforms)
132 ; i++) {
133 add_builtin_variable(& builtin_110_deprecated_uniforms[i],
134 instructions, state->symbols);
137 add_builtin_constant(instructions, state, "gl_MaxLights",
138 state->Const.MaxLights);
139 add_builtin_constant(instructions, state, "gl_MaxClipPlanes",
140 state->Const.MaxClipPlanes);
141 add_builtin_constant(instructions, state, "gl_MaxTextureUnits",
142 state->Const.MaxTextureUnits);
143 add_builtin_constant(instructions, state, "gl_MaxTextureCoords",
144 state->Const.MaxTextureCoords);
145 add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
146 state->Const.MaxVertexAttribs);
147 add_builtin_constant(instructions, state, "gl_MaxVertexUniformComponents",
148 state->Const.MaxVertexUniformComponents);
149 add_builtin_constant(instructions, state, "gl_MaxVaryingFloats",
150 state->Const.MaxVaryingFloats);
151 add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
152 state->Const.MaxVertexTextureImageUnits);
153 add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
154 state->Const.MaxCombinedTextureImageUnits);
155 add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
156 state->Const.MaxTextureImageUnits);
157 add_builtin_constant(instructions, state, "gl_MaxFragmentUniformComponents",
158 state->Const.MaxFragmentUniformComponents);
160 const glsl_type *const mat4_array_type =
161 glsl_type::get_array_instance(glsl_type::mat4_type,
162 state->Const.MaxTextureCoords);
164 add_uniform(instructions, state, "gl_TextureMatrix", mat4_array_type);
165 add_uniform(instructions, state, "gl_TextureMatrixInverse", mat4_array_type);
166 add_uniform(instructions, state, "gl_TextureMatrixTranspose", mat4_array_type);
167 add_uniform(instructions, state, "gl_TextureMatrixInverseTranspose", mat4_array_type);
169 add_uniform(instructions, state, "gl_DepthRange",
170 state->symbols->get_type("gl_DepthRangeParameters"));
172 add_uniform(instructions, state, "gl_ClipPlane",
173 glsl_type::get_array_instance(glsl_type::vec4_type,
174 state->Const.MaxClipPlanes));
175 add_uniform(instructions, state, "gl_Point",
176 state->symbols->get_type("gl_PointParameters"));
178 const glsl_type *const material_parameters_type =
179 state->symbols->get_type("gl_MaterialParameters");
180 add_uniform(instructions, state, "gl_FrontMaterial", material_parameters_type);
181 add_uniform(instructions, state, "gl_BackMaterial", material_parameters_type);
183 const glsl_type *const light_source_array_type =
184 glsl_type::get_array_instance(state->symbols->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
186 add_uniform(instructions, state, "gl_LightSource", light_source_array_type);
188 const glsl_type *const light_model_products_type =
189 state->symbols->get_type("gl_LightModelProducts");
190 add_uniform(instructions, state, "gl_FrontLightModelProduct",
191 light_model_products_type);
192 add_uniform(instructions, state, "gl_BackLightModelProduct",
193 light_model_products_type);
195 const glsl_type *const light_products_type =
196 glsl_type::get_array_instance(state->symbols->get_type("gl_LightProducts"),
197 state->Const.MaxLights);
198 add_uniform(instructions, state, "gl_FrontLightProduct", light_products_type);
199 add_uniform(instructions, state, "gl_BackLightProduct", light_products_type);
201 add_uniform(instructions, state, "gl_TextureEnvColor",
202 glsl_type::get_array_instance(glsl_type::vec4_type,
203 state->Const.MaxTextureUnits));
205 const glsl_type *const texcoords_vec4 =
206 glsl_type::get_array_instance(glsl_type::vec4_type,
207 state->Const.MaxTextureCoords);
208 add_uniform(instructions, state, "gl_EyePlaneS", texcoords_vec4);
209 add_uniform(instructions, state, "gl_EyePlaneT", texcoords_vec4);
210 add_uniform(instructions, state, "gl_EyePlaneR", texcoords_vec4);
211 add_uniform(instructions, state, "gl_EyePlaneQ", texcoords_vec4);
212 add_uniform(instructions, state, "gl_ObjectPlaneS", texcoords_vec4);
213 add_uniform(instructions, state, "gl_ObjectPlaneT", texcoords_vec4);
214 add_uniform(instructions, state, "gl_ObjectPlaneR", texcoords_vec4);
215 add_uniform(instructions, state, "gl_ObjectPlaneQ", texcoords_vec4);
217 add_uniform(instructions, state, "gl_Fog",
218 state->symbols->get_type("gl_FogParameters"));
221 /* This function should only be called for ES, not desktop GL. */
222 static void
223 generate_100ES_vs_variables(exec_list *instructions,
224 struct _mesa_glsl_parse_state *state)
226 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
227 add_builtin_variable(& builtin_core_vs_variables[i],
228 instructions, state->symbols);
231 generate_100ES_uniforms(instructions, state);
233 generate_ARB_draw_buffers_variables(instructions, state, false,
234 vertex_shader);
238 static void
239 generate_110_vs_variables(exec_list *instructions,
240 struct _mesa_glsl_parse_state *state)
242 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
243 add_builtin_variable(& builtin_core_vs_variables[i],
244 instructions, state->symbols);
247 for (unsigned i = 0
248 ; i < Elements(builtin_110_deprecated_vs_variables)
249 ; i++) {
250 add_builtin_variable(& builtin_110_deprecated_vs_variables[i],
251 instructions, state->symbols);
253 generate_110_uniforms(instructions, state);
255 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
257 * "As with all arrays, indices used to subscript gl_TexCoord must
258 * either be an integral constant expressions, or this array must be
259 * re-declared by the shader with a size. The size can be at most
260 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
261 * implementation in preserving varying resources."
263 const glsl_type *const vec4_array_type =
264 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
266 add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type,
267 instructions, state->symbols);
269 generate_ARB_draw_buffers_variables(instructions, state, false,
270 vertex_shader);
274 static void
275 generate_120_vs_variables(exec_list *instructions,
276 struct _mesa_glsl_parse_state *state)
278 /* GLSL version 1.20 did not add any built-in variables in the vertex
279 * shader.
281 generate_110_vs_variables(instructions, state);
285 static void
286 generate_130_vs_variables(exec_list *instructions,
287 struct _mesa_glsl_parse_state *state)
289 generate_120_vs_variables(instructions, state);
291 for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
292 add_builtin_variable(& builtin_130_vs_variables[i],
293 instructions, state->symbols);
296 const glsl_type *const clip_distance_array_type =
297 glsl_type::get_array_instance(glsl_type::float_type,
298 state->Const.MaxClipPlanes);
300 /* FINISHME: gl_ClipDistance needs a real location assigned. */
301 add_variable("gl_ClipDistance", ir_var_out, -1, clip_distance_array_type,
302 instructions, state->symbols);
307 static void
308 initialize_vs_variables(exec_list *instructions,
309 struct _mesa_glsl_parse_state *state)
312 switch (state->language_version) {
313 case 100:
314 generate_100ES_vs_variables(instructions, state);
315 break;
316 case 110:
317 generate_110_vs_variables(instructions, state);
318 break;
319 case 120:
320 generate_120_vs_variables(instructions, state);
321 break;
322 case 130:
323 generate_130_vs_variables(instructions, state);
324 break;
328 /* This function should only be called for ES, not desktop GL. */
329 static void
330 generate_100ES_fs_variables(exec_list *instructions,
331 struct _mesa_glsl_parse_state *state)
333 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
334 add_builtin_variable(& builtin_core_fs_variables[i],
335 instructions, state->symbols);
338 for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
339 add_builtin_variable(& builtin_100ES_fs_variables[i],
340 instructions, state->symbols);
343 generate_100ES_uniforms(instructions, state);
345 generate_ARB_draw_buffers_variables(instructions, state, false,
346 fragment_shader);
349 static void
350 generate_110_fs_variables(exec_list *instructions,
351 struct _mesa_glsl_parse_state *state)
353 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
354 add_builtin_variable(& builtin_core_fs_variables[i],
355 instructions, state->symbols);
358 for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
359 add_builtin_variable(& builtin_110_fs_variables[i],
360 instructions, state->symbols);
363 for (unsigned i = 0
364 ; i < Elements(builtin_110_deprecated_fs_variables)
365 ; i++) {
366 add_builtin_variable(& builtin_110_deprecated_fs_variables[i],
367 instructions, state->symbols);
369 generate_110_uniforms(instructions, state);
371 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
373 * "As with all arrays, indices used to subscript gl_TexCoord must
374 * either be an integral constant expressions, or this array must be
375 * re-declared by the shader with a size. The size can be at most
376 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
377 * implementation in preserving varying resources."
379 const glsl_type *const vec4_array_type =
380 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
382 add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type,
383 instructions, state->symbols);
385 generate_ARB_draw_buffers_variables(instructions, state, false,
386 fragment_shader);
390 static void
391 generate_ARB_draw_buffers_variables(exec_list *instructions,
392 struct _mesa_glsl_parse_state *state,
393 bool warn, _mesa_glsl_parser_targets target)
395 /* gl_MaxDrawBuffers is available in all shader stages.
397 ir_variable *const mdb =
398 add_variable("gl_MaxDrawBuffers", ir_var_auto, -1,
399 glsl_type::int_type, instructions, state->symbols);
401 if (warn)
402 mdb->warn_extension = "GL_ARB_draw_buffers";
404 mdb->constant_value = new(mdb)
405 ir_constant(int(state->Const.MaxDrawBuffers));
408 /* gl_FragData is only available in the fragment shader.
410 if (target == fragment_shader) {
411 const glsl_type *const vec4_array_type =
412 glsl_type::get_array_instance(glsl_type::vec4_type,
413 state->Const.MaxDrawBuffers);
415 ir_variable *const fd =
416 add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0,
417 vec4_array_type, instructions, state->symbols);
419 if (warn)
420 fd->warn_extension = "GL_ARB_draw_buffers";
425 static void
426 generate_120_fs_variables(exec_list *instructions,
427 struct _mesa_glsl_parse_state *state)
429 generate_110_fs_variables(instructions, state);
431 for (unsigned i = 0
432 ; i < Elements(builtin_120_fs_variables)
433 ; i++) {
434 add_builtin_variable(& builtin_120_fs_variables[i],
435 instructions, state->symbols);
439 static void
440 generate_130_fs_variables(exec_list *instructions,
441 struct _mesa_glsl_parse_state *state)
443 generate_120_fs_variables(instructions, state);
445 const glsl_type *const clip_distance_array_type =
446 glsl_type::get_array_instance(glsl_type::float_type,
447 state->Const.MaxClipPlanes);
449 /* FINISHME: gl_ClipDistance needs a real location assigned. */
450 add_variable("gl_ClipDistance", ir_var_in, -1, clip_distance_array_type,
451 instructions, state->symbols);
454 static void
455 initialize_fs_variables(exec_list *instructions,
456 struct _mesa_glsl_parse_state *state)
459 switch (state->language_version) {
460 case 100:
461 generate_100ES_fs_variables(instructions, state);
462 break;
463 case 110:
464 generate_110_fs_variables(instructions, state);
465 break;
466 case 120:
467 generate_120_fs_variables(instructions, state);
468 break;
469 case 130:
470 generate_130_fs_variables(instructions, state);
471 break;
475 void
476 _mesa_glsl_initialize_variables(exec_list *instructions,
477 struct _mesa_glsl_parse_state *state)
479 switch (state->target) {
480 case vertex_shader:
481 initialize_vs_variables(instructions, state);
482 break;
483 case geometry_shader:
484 break;
485 case fragment_shader:
486 initialize_fs_variables(instructions, state);
487 break;
488 case ir_shader:
489 fprintf(stderr, "ir reader has no builtin variables");
490 exit(1);
491 break;