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-rwxr-xr-xsrc/mesa/shader/slang/MachineIndependent/Initialize.cpp948
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diff --git a/src/mesa/shader/slang/MachineIndependent/Initialize.cpp b/src/mesa/shader/slang/MachineIndependent/Initialize.cpp
deleted file mode 100755
index 0913e531afb..00000000000
--- a/src/mesa/shader/slang/MachineIndependent/Initialize.cpp
+++ /dev/null
@@ -1,948 +0,0 @@
-//
-//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
-//All rights reserved.
-//
-//Redistribution and use in source and binary forms, with or without
-//modification, are permitted provided that the following conditions
-//are met:
-//
-// Redistributions of source code must retain the above copyright
-// notice, this list of conditions and the following disclaimer.
-//
-// Redistributions in binary form must reproduce the above
-// copyright notice, this list of conditions and the following
-// disclaimer in the documentation and/or other materials provided
-// with the distribution.
-//
-// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
-// contributors may be used to endorse or promote products derived
-// from this software without specific prior written permission.
-//
-//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
-//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
-//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
-//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
-//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
-//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
-//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
-//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
-//POSSIBILITY OF SUCH DAMAGE.
-//
-
-//
-// Create strings that declare built-in definitions, add built-ins that
-// cannot be expressed in the files, and establish mappings between
-// built-in functions and operators.
-//
-
-#include "../Include/intermediate.h"
-#include "Initialize.h"
-
-void TBuiltIns::initialize()
-{
- //
- // Initialize all the built-in strings for parsing.
- //
- TString BuiltInFunctions;
- TString BuiltInFunctionsVertex;
- TString BuiltInFunctionsFragment;
- TString StandardVertexVaryings;
- TString StandardFragmentVaryings;
- TString StandardVertexAttributes;
- TString StandardUniforms;
-
- {
- //============================================================================
- //
- // Prototypes for built-in functions seen by both vertex and fragment shaders.
- //
- //============================================================================
-
- TString& s = BuiltInFunctions;
-
- //
- // Angle and Trigonometric Functions.
- //
- s.append(TString("float radians(float degrees);"));
- s.append(TString("vec2 radians(vec2 degrees);"));
- s.append(TString("vec3 radians(vec3 degrees);"));
- s.append(TString("vec4 radians(vec4 degrees);"));
-
- s.append(TString("float degrees(float radians);"));
- s.append(TString("vec2 degrees(vec2 radians);"));
- s.append(TString("vec3 degrees(vec3 radians);"));
- s.append(TString("vec4 degrees(vec4 radians);"));
-
- s.append(TString("float sin(float angle);"));
- s.append(TString("vec2 sin(vec2 angle);"));
- s.append(TString("vec3 sin(vec3 angle);"));
- s.append(TString("vec4 sin(vec4 angle);"));
-
- s.append(TString("float cos(float angle);"));
- s.append(TString("vec2 cos(vec2 angle);"));
- s.append(TString("vec3 cos(vec3 angle);"));
- s.append(TString("vec4 cos(vec4 angle);"));
-
- s.append(TString("float tan(float angle);"));
- s.append(TString("vec2 tan(vec2 angle);"));
- s.append(TString("vec3 tan(vec3 angle);"));
- s.append(TString("vec4 tan(vec4 angle);"));
-
- s.append(TString("float asin(float x);"));
- s.append(TString("vec2 asin(vec2 x);"));
- s.append(TString("vec3 asin(vec3 x);"));
- s.append(TString("vec4 asin(vec4 x);"));
-
- s.append(TString("float acos(float x);"));
- s.append(TString("vec2 acos(vec2 x);"));
- s.append(TString("vec3 acos(vec3 x);"));
- s.append(TString("vec4 acos(vec4 x);"));
-
- s.append(TString("float atan(float y, float x);"));
- s.append(TString("vec2 atan(vec2 y, vec2 x);"));
- s.append(TString("vec3 atan(vec3 y, vec3 x);"));
- s.append(TString("vec4 atan(vec4 y, vec4 x);"));
-
- s.append(TString("float atan(float y_over_x);"));
- s.append(TString("vec2 atan(vec2 y_over_x);"));
- s.append(TString("vec3 atan(vec3 y_over_x);"));
- s.append(TString("vec4 atan(vec4 y_over_x);"));
-
- //
- // Exponential Functions.
- //
- s.append(TString("float pow(float x, float y);"));
- s.append(TString("vec2 pow(vec2 x, vec2 y);"));
- s.append(TString("vec3 pow(vec3 x, vec3 y);"));
- s.append(TString("vec4 pow(vec4 x, vec4 y);"));
-
- s.append(TString("float exp(float x);"));
- s.append(TString("vec2 exp(vec2 x);"));
- s.append(TString("vec3 exp(vec3 x);"));
- s.append(TString("vec4 exp(vec4 x);"));
-
- s.append(TString("float log(float x);"));
- s.append(TString("vec2 log(vec2 x);"));
- s.append(TString("vec3 log(vec3 x);"));
- s.append(TString("vec4 log(vec4 x);"));
-
- s.append(TString("float exp2(float x);"));
- s.append(TString("vec2 exp2(vec2 x);"));
- s.append(TString("vec3 exp2(vec3 x);"));
- s.append(TString("vec4 exp2(vec4 x);"));
-
- s.append(TString("float log2(float x);"));
- s.append(TString("vec2 log2(vec2 x);"));
- s.append(TString("vec3 log2(vec3 x);"));
- s.append(TString("vec4 log2(vec4 x);"));
-
- s.append(TString("float sqrt(float x);"));
- s.append(TString("vec2 sqrt(vec2 x);"));
- s.append(TString("vec3 sqrt(vec3 x);"));
- s.append(TString("vec4 sqrt(vec4 x);"));
-
- s.append(TString("float inversesqrt(float x);"));
- s.append(TString("vec2 inversesqrt(vec2 x);"));
- s.append(TString("vec3 inversesqrt(vec3 x);"));
- s.append(TString("vec4 inversesqrt(vec4 x);"));
-
- //
- // Common Functions.
- //
- s.append(TString("float abs(float x);"));
- s.append(TString("vec2 abs(vec2 x);"));
- s.append(TString("vec3 abs(vec3 x);"));
- s.append(TString("vec4 abs(vec4 x);"));
-
- s.append(TString("float sign(float x);"));
- s.append(TString("vec2 sign(vec2 x);"));
- s.append(TString("vec3 sign(vec3 x);"));
- s.append(TString("vec4 sign(vec4 x);"));
-
- s.append(TString("float floor(float x);"));
- s.append(TString("vec2 floor(vec2 x);"));
- s.append(TString("vec3 floor(vec3 x);"));
- s.append(TString("vec4 floor(vec4 x);"));
-
- s.append(TString("float ceil(float x);"));
- s.append(TString("vec2 ceil(vec2 x);"));
- s.append(TString("vec3 ceil(vec3 x);"));
- s.append(TString("vec4 ceil(vec4 x);"));
-
- s.append(TString("float fract(float x);"));
- s.append(TString("vec2 fract(vec2 x);"));
- s.append(TString("vec3 fract(vec3 x);"));
- s.append(TString("vec4 fract(vec4 x);"));
-
- s.append(TString("float mod(float x, float y);"));
- s.append(TString("vec2 mod(vec2 x, float y);"));
- s.append(TString("vec3 mod(vec3 x, float y);"));
- s.append(TString("vec4 mod(vec4 x, float y);"));
- s.append(TString("vec2 mod(vec2 x, vec2 y);"));
- s.append(TString("vec3 mod(vec3 x, vec3 y);"));
- s.append(TString("vec4 mod(vec4 x, vec4 y);"));
-
- s.append(TString("float min(float x, float y);"));
- s.append(TString("vec2 min(vec2 x, float y);"));
- s.append(TString("vec3 min(vec3 x, float y);"));
- s.append(TString("vec4 min(vec4 x, float y);"));
- s.append(TString("vec2 min(vec2 x, vec2 y);"));
- s.append(TString("vec3 min(vec3 x, vec3 y);"));
- s.append(TString("vec4 min(vec4 x, vec4 y);"));
-
- s.append(TString("float max(float x, float y);"));
- s.append(TString("vec2 max(vec2 x, float y);"));
- s.append(TString("vec3 max(vec3 x, float y);"));
- s.append(TString("vec4 max(vec4 x, float y);"));
- s.append(TString("vec2 max(vec2 x, vec2 y);"));
- s.append(TString("vec3 max(vec3 x, vec3 y);"));
- s.append(TString("vec4 max(vec4 x, vec4 y);"));
-
- s.append(TString("float clamp(float x, float minVal, float maxVal);"));
- s.append(TString("vec2 clamp(vec2 x, float minVal, float maxVal);"));
- s.append(TString("vec3 clamp(vec3 x, float minVal, float maxVal);"));
- s.append(TString("vec4 clamp(vec4 x, float minVal, float maxVal);"));
- s.append(TString("vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);"));
- s.append(TString("vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);"));
- s.append(TString("vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);"));
-
- s.append(TString("float mix(float x, float y, float a);"));
- s.append(TString("vec2 mix(vec2 x, vec2 y, float a);"));
- s.append(TString("vec3 mix(vec3 x, vec3 y, float a);"));
- s.append(TString("vec4 mix(vec4 x, vec4 y, float a);"));
- s.append(TString("vec2 mix(vec2 x, vec2 y, vec2 a);"));
- s.append(TString("vec3 mix(vec3 x, vec3 y, vec3 a);"));
- s.append(TString("vec4 mix(vec4 x, vec4 y, vec4 a);"));
-
- s.append(TString("float step(float edge, float x);"));
- s.append(TString("vec2 step(vec2 edge, vec2 x);"));
- s.append(TString("vec3 step(vec3 edge, vec3 x);"));
- s.append(TString("vec4 step(vec4 edge, vec4 x);"));
- s.append(TString("vec2 step(float edge, vec2 x);"));
- s.append(TString("vec3 step(float edge, vec3 x);"));
- s.append(TString("vec4 step(float edge, vec4 x);"));
-
- s.append(TString("float smoothstep(float edge0, float edge1, float x);"));
- s.append(TString("vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);"));
- s.append(TString("vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);"));
- s.append(TString("vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);"));
- s.append(TString("vec2 smoothstep(float edge0, float edge1, vec2 x);"));
- s.append(TString("vec3 smoothstep(float edge0, float edge1, vec3 x);"));
- s.append(TString("vec4 smoothstep(float edge0, float edge1, vec4 x);"));
-
- //
- // Geometric Functions.
- //
- s.append(TString("float length(float x);"));
- s.append(TString("float length(vec2 x);"));
- s.append(TString("float length(vec3 x);"));
- s.append(TString("float length(vec4 x);"));
-
- s.append(TString("float distance(float p0, float p1);"));
- s.append(TString("float distance(vec2 p0, vec2 p1);"));
- s.append(TString("float distance(vec3 p0, vec3 p1);"));
- s.append(TString("float distance(vec4 p0, vec4 p1);"));
-
- s.append(TString("float dot(float x, float y);"));
- s.append(TString("float dot(vec2 x, vec2 y);"));
- s.append(TString("float dot(vec3 x, vec3 y);"));
- s.append(TString("float dot(vec4 x, vec4 y);"));
-
- s.append(TString("vec3 cross(vec3 x, vec3 y);"));
- s.append(TString("float normalize(float x);"));
- s.append(TString("vec2 normalize(vec2 x);"));
- s.append(TString("vec3 normalize(vec3 x);"));
- s.append(TString("vec4 normalize(vec4 x);"));
-
- s.append(TString("float faceforward(float N, float I, float Nref);"));
- s.append(TString("vec2 faceforward(vec2 N, vec2 I, vec2 Nref);"));
- s.append(TString("vec3 faceforward(vec3 N, vec3 I, vec3 Nref);"));
- s.append(TString("vec4 faceforward(vec4 N, vec4 I, vec4 Nref);"));
-
- s.append(TString("float reflect(float I, float N);"));
- s.append(TString("vec2 reflect(vec2 I, vec2 N);"));
- s.append(TString("vec3 reflect(vec3 I, vec3 N);"));
- s.append(TString("vec4 reflect(vec4 I, vec4 N);"));
-
- s.append(TString("float refract(float I, float N, float eta);"));
- s.append(TString("vec2 refract(vec2 I, vec2 N, float eta);"));
- s.append(TString("vec3 refract(vec3 I, vec3 N, float eta);"));
- s.append(TString("vec4 refract(vec4 I, vec4 N, float eta);"));
-
- //
- // Matrix Functions.
- //
- s.append(TString("mat2 matrixCompMult(mat2 x, mat2 y);"));
- s.append(TString("mat3 matrixCompMult(mat3 x, mat3 y);"));
- s.append(TString("mat4 matrixCompMult(mat4 x, mat4 y);"));
-
- //
- // Vector relational functions.
- //
- s.append(TString("bvec2 lessThan(vec2 x, vec2 y);"));
- s.append(TString("bvec3 lessThan(vec3 x, vec3 y);"));
- s.append(TString("bvec4 lessThan(vec4 x, vec4 y);"));
-
- s.append(TString("bvec2 lessThan(ivec2 x, ivec2 y);"));
- s.append(TString("bvec3 lessThan(ivec3 x, ivec3 y);"));
- s.append(TString("bvec4 lessThan(ivec4 x, ivec4 y);"));
-
- s.append(TString("bvec2 lessThanEqual(vec2 x, vec2 y);"));
- s.append(TString("bvec3 lessThanEqual(vec3 x, vec3 y);"));
- s.append(TString("bvec4 lessThanEqual(vec4 x, vec4 y);"));
-
- s.append(TString("bvec2 lessThanEqual(ivec2 x, ivec2 y);"));
- s.append(TString("bvec3 lessThanEqual(ivec3 x, ivec3 y);"));
- s.append(TString("bvec4 lessThanEqual(ivec4 x, ivec4 y);"));
-
- s.append(TString("bvec2 greaterThan(vec2 x, vec2 y);"));
- s.append(TString("bvec3 greaterThan(vec3 x, vec3 y);"));
- s.append(TString("bvec4 greaterThan(vec4 x, vec4 y);"));
-
- s.append(TString("bvec2 greaterThan(ivec2 x, ivec2 y);"));
- s.append(TString("bvec3 greaterThan(ivec3 x, ivec3 y);"));
- s.append(TString("bvec4 greaterThan(ivec4 x, ivec4 y);"));
-
- s.append(TString("bvec2 greaterThanEqual(vec2 x, vec2 y);"));
- s.append(TString("bvec3 greaterThanEqual(vec3 x, vec3 y);"));
- s.append(TString("bvec4 greaterThanEqual(vec4 x, vec4 y);"));
-
- s.append(TString("bvec2 greaterThanEqual(ivec2 x, ivec2 y);"));
- s.append(TString("bvec3 greaterThanEqual(ivec3 x, ivec3 y);"));
- s.append(TString("bvec4 greaterThanEqual(ivec4 x, ivec4 y);"));
-
- s.append(TString("bvec2 equal(vec2 x, vec2 y);"));
- s.append(TString("bvec3 equal(vec3 x, vec3 y);"));
- s.append(TString("bvec4 equal(vec4 x, vec4 y);"));
-
- s.append(TString("bvec2 equal(ivec2 x, ivec2 y);"));
- s.append(TString("bvec3 equal(ivec3 x, ivec3 y);"));
- s.append(TString("bvec4 equal(ivec4 x, ivec4 y);"));
-
- s.append(TString("bvec2 equal(bvec2 x, bvec2 y);"));
- s.append(TString("bvec3 equal(bvec3 x, bvec3 y);"));
- s.append(TString("bvec4 equal(bvec4 x, bvec4 y);"));
-
- s.append(TString("bvec2 notEqual(vec2 x, vec2 y);"));
- s.append(TString("bvec3 notEqual(vec3 x, vec3 y);"));
- s.append(TString("bvec4 notEqual(vec4 x, vec4 y);"));
-
- s.append(TString("bvec2 notEqual(ivec2 x, ivec2 y);"));
- s.append(TString("bvec3 notEqual(ivec3 x, ivec3 y);"));
- s.append(TString("bvec4 notEqual(ivec4 x, ivec4 y);"));
-
- s.append(TString("bvec2 notEqual(bvec2 x, bvec2 y);"));
- s.append(TString("bvec3 notEqual(bvec3 x, bvec3 y);"));
- s.append(TString("bvec4 notEqual(bvec4 x, bvec4 y);"));
-
- s.append(TString("bool any(bvec2 x);"));
- s.append(TString("bool any(bvec3 x);"));
- s.append(TString("bool any(bvec4 x);"));
-
- s.append(TString("bool all(bvec2 x);"));
- s.append(TString("bool all(bvec3 x);"));
- s.append(TString("bool all(bvec4 x);"));
-
- s.append(TString("bvec2 not(bvec2 x);"));
- s.append(TString("bvec3 not(bvec3 x);"));
- s.append(TString("bvec4 not(bvec4 x);"));
-
- //
- // Texture Functions.
- //
- s.append(TString("vec4 texture1D(sampler1D sampler, float coord);"));
- s.append(TString("vec4 texture1DProj(sampler1D sampler, vec2 coord);"));
- s.append(TString("vec4 texture1DProj(sampler1D sampler, vec4 coord);"));
-
- s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord);"));
- s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord);"));
- s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord);"));
-
- s.append(TString("vec4 texture3D(sampler3D sampler, vec3 coord);"));
- s.append(TString("vec4 texture3DProj(sampler3D sampler, vec4 coord);"));
-
- s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord);"));
-
- s.append(TString("vec4 shadow1D(sampler1DShadow sampler, vec3 coord);"));
-
- s.append(TString("vec4 shadow2D(sampler2DShadow sampler, vec3 coord);"));
-
- s.append(TString("vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord);"));
-
- s.append(TString("vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord);"));
-
-
- //
- // Noise functions.
- //
- s.append(TString("float noise1(float x);"));
- s.append(TString("float noise1(vec2 x);"));
- s.append(TString("float noise1(vec3 x);"));
- s.append(TString("float noise1(vec4 x);"));
-
- s.append(TString("vec2 noise2(float x);"));
- s.append(TString("vec2 noise2(vec2 x);"));
- s.append(TString("vec2 noise2(vec3 x);"));
- s.append(TString("vec2 noise2(vec4 x);"));
-
- s.append(TString("vec3 noise3(float x);"));
- s.append(TString("vec3 noise3(vec2 x);"));
- s.append(TString("vec3 noise3(vec3 x);"));
- s.append(TString("vec3 noise3(vec4 x);"));
-
- s.append(TString("vec4 noise4(float x);"));
- s.append(TString("vec4 noise4(vec2 x);"));
- s.append(TString("vec4 noise4(vec3 x);"));
- s.append(TString("vec4 noise4(vec4 x);"));
-
- s.append(TString("\n"));
- }
- {
- //============================================================================
- //
- // Prototypes for built-in functions seen by vertex shaders only.
- //
- //============================================================================
-
- TString& s = BuiltInFunctionsVertex;
-
- //
- // Geometric Functions.
- //
- s.append(TString("vec4 ftransform();"));
-
- //
- // Texture Functions.
- //
- s.append(TString("vec4 texture1DLod(sampler1D sampler, float coord, float lod);"));
- s.append(TString("vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);"));
- s.append(TString("vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);"));
-
- s.append(TString("vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);"));
- s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);"));
- s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);"));
-
- s.append(TString("vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod);"));
- s.append(TString("vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);"));
- s.append(TString("vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);"));
-
- s.append(TString("vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod);"));
- s.append(TString("vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod);"));
- s.append(TString("vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);"));
- s.append(TString("vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);"));
-
- s.append(TString("\n"));
- }
- {
- //============================================================================
- //
- // Prototypes for built-in functions seen by fragment shaders only.
- //
- //============================================================================
-
- TString& s = BuiltInFunctionsFragment;
-
- //
- // Texture Functions.
- //
- s.append(TString("vec4 texture1D(sampler1D sampler, float coord, float bias);"));
- s.append(TString("vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias);"));
- s.append(TString("vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias);"));
-
- s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord, float bias);"));
- s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);"));
- s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);"));
-
- s.append(TString("vec4 texture3D(sampler3D sampler, vec3 coord, float bias);"));
- s.append(TString("vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias);"));
- s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord, float bias);"));
-
- s.append(TString("vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias);"));
- s.append(TString("vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias);"));
- s.append(TString("vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias);"));
- s.append(TString("vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias);"));
-
- s.append(TString("float dFdx(float p);"));
- s.append(TString("vec2 dFdx(vec2 p);"));
- s.append(TString("vec3 dFdx(vec3 p);"));
- s.append(TString("vec4 dFdx(vec4 p);"));
-
- s.append(TString("float dFdy(float p);"));
- s.append(TString("vec2 dFdy(vec2 p);"));
- s.append(TString("vec3 dFdy(vec3 p);"));
- s.append(TString("vec4 dFdy(vec4 p);"));
-
- s.append(TString("float fwidth(float p);"));
- s.append(TString("vec2 fwidth(vec2 p);"));
- s.append(TString("vec3 fwidth(vec3 p);"));
- s.append(TString("vec4 fwidth(vec4 p);"));
-
- s.append(TString("\n"));
- }
- {
- //============================================================================
- //
- // Standard Uniforms
- //
- //============================================================================
-
- TString& s = StandardUniforms;
-
-
- //
- // OpenGL'uniform' state. Page numbers are in reference to version
- // 1.4 of the OpenGL specification.
- //
-
- //
- // Matrix state. p. 31, 32, 37, 39, 40.
- //
- s.append(TString("uniform mat4 gl_ModelViewMatrix;"));
- s.append(TString("uniform mat4 gl_ProjectionMatrix;"));
- s.append(TString("uniform mat4 gl_ModelViewProjectionMatrix;"));
-
- //
- // Derived matrix state that provides inverse and transposed versions
- // of the matrices above.
- //
- s.append(TString("uniform mat3 gl_NormalMatrix;"));
-
- s.append(TString("uniform mat4 gl_ModelViewMatrixInverse;"));
- s.append(TString("uniform mat4 gl_ProjectionMatrixInverse;"));
- s.append(TString("uniform mat4 gl_ModelViewProjectionMatrixInverse;"));
-
- s.append(TString("uniform mat4 gl_ModelViewMatrixTranspose;"));
- s.append(TString("uniform mat4 gl_ProjectionMatrixTranspose;"));
- s.append(TString("uniform mat4 gl_ModelViewProjectionMatrixTranspose;"));
-
- s.append(TString("uniform mat4 gl_ModelViewMatrixInverseTranspose;"));
- s.append(TString("uniform mat4 gl_ProjectionMatrixInverseTranspose;"));
- s.append(TString("uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;"));
-
- //
- // Normal scaling p. 39.
- //
- s.append(TString("uniform float gl_NormalScale;"));
-
- //
- // Depth range in window coordinates, p. 33
- //
- s.append(TString("struct gl_DepthRangeParameters {"));
- s.append(TString(" float near;")); // n
- s.append(TString(" float far;")); // f
- s.append(TString(" float diff;")); // f - n
- s.append(TString("};"));
- s.append(TString("uniform gl_DepthRangeParameters gl_DepthRange;"));
-
-
- //
- // Point Size, p. 66, 67.
- //
- s.append(TString("struct gl_PointParameters {"));
- s.append(TString(" float size;"));
- s.append(TString(" float sizeMin;"));
- s.append(TString(" float sizeMax;"));
- s.append(TString(" float fadeThresholdSize;"));
- s.append(TString(" float distanceConstantAttenuation;"));
- s.append(TString(" float distanceLinearAttenuation;"));
- s.append(TString(" float distanceQuadraticAttenuation;"));
- s.append(TString("};"));
-
- s.append(TString("uniform gl_PointParameters gl_Point;"));
-
- //
- // Material State p. 50, 55.
- //
- s.append(TString("struct gl_MaterialParameters {"));
- s.append(TString(" vec4 emission;")); // Ecm
- s.append(TString(" vec4 ambient;")); // Acm
- s.append(TString(" vec4 diffuse;")); // Dcm
- s.append(TString(" vec4 specular;")); // Scm
- s.append(TString(" float shininess;")); // Srm
- s.append(TString("};"));
- s.append(TString("uniform gl_MaterialParameters gl_FrontMaterial;"));
- s.append(TString("uniform gl_MaterialParameters gl_BackMaterial;"));
-
- //
- // Light State p 50, 53, 55.
- //
-
- s.append(TString("struct gl_LightSourceParameters {"));
- s.append(TString(" vec4 ambient;")); // Acli
- s.append(TString(" vec4 diffuse;")); // Dcli
- s.append(TString(" vec4 specular;")); // Scli
- s.append(TString(" vec4 position;")); // Ppli
- s.append(TString(" vec4 halfVector;")); // Derived: Hi
- s.append(TString(" vec3 spotDirection;")); // Sdli
- s.append(TString(" float spotExponent;")); // Srli
- s.append(TString(" float spotCutoff;")); // Crli
- // (range: [0.0,90.0], 180.0)
- s.append(TString(" float spotCosCutoff;")); // Derived: cos(Crli)
- // (range: [1.0,0.0],-1.0)
- s.append(TString(" float constantAttenuation;")); // K0
- s.append(TString(" float linearAttenuation;")); // K1
- s.append(TString(" float quadraticAttenuation;"));// K2
- s.append(TString("};"));
-
-
- s.append(TString("struct gl_LightModelParameters {"));
- s.append(TString(" vec4 ambient;")); // Acs
- s.append(TString("};"));
-
- s.append(TString("uniform gl_LightModelParameters gl_LightModel;"));
-
- //
- // Derived state from products of light and material.
- //
-
- s.append(TString("struct gl_LightModelProducts {"));
- s.append(TString(" vec4 sceneColor;")); // Derived. Ecm + Acm * Acs
- s.append(TString("};"));
-
- s.append(TString("uniform gl_LightModelProducts gl_FrontLightModelProduct;"));
- s.append(TString("uniform gl_LightModelProducts gl_BackLightModelProduct;"));
-
- s.append(TString("struct gl_LightProducts {"));
- s.append(TString(" vec4 ambient;")); // Acm * Acli
- s.append(TString(" vec4 diffuse;")); // Dcm * Dcli
- s.append(TString(" vec4 specular;")); // Scm * Scli
- s.append(TString("};"));
-
-
-
-
- //
- // Fog p. 161
- //
- s.append(TString("struct gl_FogParameters {"));
- s.append(TString(" vec4 color;"));
- s.append(TString(" float density;"));
- s.append(TString(" float start;"));
- s.append(TString(" float end;"));
- s.append(TString(" float scale;")); // 1 / (gl_FogEnd - gl_FogStart)
- s.append(TString("};"));
-
- s.append(TString("uniform gl_FogParameters gl_Fog;"));
-
- s.append(TString("\n"));
- }
- {
- //============================================================================
- //
- // Vertex attributes, p. 19.
- //
- //============================================================================
-
- TString& s = StandardVertexAttributes;
-
- s.append(TString("attribute vec4 gl_Color;"));
- s.append(TString("attribute vec4 gl_SecondaryColor;"));
- s.append(TString("attribute vec3 gl_Normal;"));
- s.append(TString("attribute vec4 gl_Vertex;"));
- s.append(TString("attribute vec4 gl_MultiTexCoord0;"));
- s.append(TString("attribute vec4 gl_MultiTexCoord1;"));
- s.append(TString("attribute vec4 gl_MultiTexCoord2;"));
- s.append(TString("attribute vec4 gl_MultiTexCoord3;"));
- s.append(TString("attribute vec4 gl_MultiTexCoord4;"));
- s.append(TString("attribute vec4 gl_MultiTexCoord5;"));
- s.append(TString("attribute vec4 gl_MultiTexCoord6;"));
- s.append(TString("attribute vec4 gl_MultiTexCoord7;"));
- s.append(TString("attribute float gl_FogCoord;"));
-
- s.append(TString("\n"));
- }
- {
- //============================================================================
- //
- // Define the output varying interface from the vertex shader.
- //
- //============================================================================
-
- TString& s = StandardVertexVaryings;
-
- s.append(TString("varying vec4 gl_FrontColor;"));
- s.append(TString("varying vec4 gl_BackColor;"));
- s.append(TString("varying vec4 gl_FrontSecondaryColor;"));
- s.append(TString("varying vec4 gl_BackSecondaryColor;"));
- s.append(TString("varying vec4 gl_TexCoord[];"));
- s.append(TString("varying float gl_FogFragCoord;"));
-
- s.append(TString("\n"));
- }
- {
- //============================================================================
- //
- // Define the input varying interface to the fragment shader.
- //
- //============================================================================
-
- TString& s = StandardFragmentVaryings;
-
- s.append(TString("varying vec4 gl_Color;"));
- s.append(TString("varying vec4 gl_SecondaryColor;"));
- s.append(TString("varying vec4 gl_TexCoord[];"));
- s.append(TString("varying float gl_FogFragCoord;"));
-
- s.append(TString("\n"));
- }
-
- builtInStrings[EShLangFragment].push_back(BuiltInFunctions.c_str());
- builtInStrings[EShLangFragment].push_back(BuiltInFunctionsFragment);
- builtInStrings[EShLangFragment].push_back(StandardUniforms);
- builtInStrings[EShLangFragment].push_back(StandardFragmentVaryings);
-
- builtInStrings[EShLangVertex].push_back(BuiltInFunctions);
- builtInStrings[EShLangVertex].push_back(BuiltInFunctionsVertex);
- builtInStrings[EShLangVertex].push_back(StandardVertexVaryings);
- builtInStrings[EShLangVertex].push_back(StandardVertexAttributes);
- builtInStrings[EShLangVertex].push_back(StandardUniforms);
-}
-
-
-void TBuiltIns::initialize(const TBuiltInResource &resources)
-{
- //
- // Initialize all the built-in strings for parsing.
- //
- TString StandardUniforms;
-
- {
- //============================================================================
- //
- // Standard Uniforms
- //
- //============================================================================
-
- TString& s = StandardUniforms;
-
- //
- // Implementation dependent constants. The example values below
- // are the minimum values allowed for these maximums.
- //
- char builtInConstant[80];
- sprintf(builtInConstant, "const int gl_MaxLights = %d;", resources.maxLights); // GL 1.0
- s.append(TString(builtInConstant));
-
- sprintf(builtInConstant, "const int gl_MaxClipPlanes = %d;", resources.maxClipPlanes); // GL 1.0
- s.append(TString(builtInConstant));
-
- sprintf(builtInConstant, "const int gl_MaxTextureUnits = %d;", resources.maxTextureUnits); // GL 1.2
- s.append(TString(builtInConstant));
-
- sprintf(builtInConstant, "const int gl_MaxTextureCoords = %d;", resources.maxTextureCoords); // ARB_fragment_program
- s.append(TString(builtInConstant));
-
- sprintf(builtInConstant, "const int gl_MaxVertexAttribs = %d;", resources.maxVertexAttribs); // ARB_vertex_shader
- s.append(TString(builtInConstant));
-
- sprintf(builtInConstant, "const int gl_MaxVertexUniformComponents = %d;", resources.maxVertexUniformComponents); // ARB_vertex_shader
- s.append(TString(builtInConstant));
-
- sprintf(builtInConstant, "const int gl_MaxVaryingFloats = %d;", resources.maxVaryingFloats); // ARB_vertex_shader
- s.append(TString(builtInConstant));
-
- sprintf(builtInConstant, "const int gl_MaxVertexTextureImageUnits = %d;", resources.maxVertexTextureImageUnits); // ARB_vertex_shader
- s.append(TString(builtInConstant));
-
- sprintf(builtInConstant, "const int gl_MaxCombinedTextureImageUnits = %d;", resources.maxCombinedTextureImageUnits); // ARB_vertex_shader
- s.append(TString(builtInConstant));
-
- sprintf(builtInConstant, "const int gl_MaxTextureImageUnits = %d;", resources.maxTextureImageUnits); // ARB_fragment_shader
- s.append(TString(builtInConstant));
-
- sprintf(builtInConstant, "const int gl_MaxFragmentUniformComponents = %d;", resources.maxFragmentUniformComponents); // ARB_fragment_shader
- s.append(TString(builtInConstant));
-
- sprintf(builtInConstant, "const int gl_MaxDrawBuffers = %d;", resources.maxDrawBuffers); // proposed ARB_draw_buffers
- s.append(TString(builtInConstant));
-
- //
- // OpenGL'uniform' state. Page numbers are in reference to version
- // 1.4 of the OpenGL specification.
- //
-
- //
- // Matrix state. p. 31, 32, 37, 39, 40.
- //
- s.append(TString("uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];"));
-
- //
- // Derived matrix state that provides inverse and transposed versions
- // of the matrices above.
- //
- s.append(TString("uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];"));
-
- s.append(TString("uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];"));
-
- s.append(TString("uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];"));
-
- //
- // Clip planes p. 42.
- //
- s.append(TString("uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];"));
-
- //
- // Light State p 50, 53, 55.
- //
- s.append(TString("uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];"));
-
- //
- // Derived state from products of light.
- //
- s.append(TString("uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];"));
- s.append(TString("uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];"));
-
- //
- // Textureg Environment and Generation, p. 152, p. 40-42.
- //
- s.append(TString("uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits];"));
- s.append(TString("uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords];"));
- s.append(TString("uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords];"));
- s.append(TString("uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords];"));
- s.append(TString("uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords];"));
- s.append(TString("uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords];"));
- s.append(TString("uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords];"));
- s.append(TString("uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords];"));
- s.append(TString("uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords];"));
-
- s.append(TString("\n"));
- }
-
- builtInStrings[EShLangFragment].push_back(StandardUniforms);
- builtInStrings[EShLangVertex].push_back(StandardUniforms);
-}
-
-void IdentifyBuiltIns(EShLanguage language, TSymbolTable& symbolTable)
-{
- //
- // First, insert some special built-in variables that are not in
- // the built-in header files.
- //
- switch(language) {
-
- case EShLangFragment: {
- symbolTable.insert(*new TVariable(NewPoolTString("gl_FrontFacing"), TType(EbtBool, EvqFace, 1)));
- symbolTable.insert(*new TVariable(NewPoolTString("gl_FragCoord"), TType(EbtFloat, EvqFragCoord, 4)));
- symbolTable.insert(*new TVariable(NewPoolTString("gl_FragColor"), TType(EbtFloat, EvqFragColor, 4)));
- symbolTable.insert(*new TVariable(NewPoolTString("gl_FragDepth"), TType(EbtFloat, EvqFragDepth, 1)));
-
- }
- break;
-
- case EShLangVertex:
- symbolTable.insert(*new TVariable(NewPoolTString("gl_Position"), TType(EbtFloat, EvqPosition, 4)));
- symbolTable.insert(*new TVariable(NewPoolTString("gl_PointSize"), TType(EbtFloat, EvqPointSize, 1)));
- symbolTable.insert(*new TVariable(NewPoolTString("gl_ClipVertex"), TType(EbtFloat, EvqClipVertex, 4)));
- break;
- default: break;
- }
-
- //
- // Next, identify which built-ins from the already loaded headers have
- // a mapping to an operator. Those that are not identified as such are
- // expected to be resolved through a library of functions, versus as
- // operations.
- //
- symbolTable.relateToOperator("not", EOpVectorLogicalNot);
-
- symbolTable.relateToOperator("matrixCompMult", EOpMul);
- symbolTable.relateToOperator("mod", EOpMod);
-
- symbolTable.relateToOperator("equal", EOpVectorEqual);
- symbolTable.relateToOperator("notEqual", EOpVectorNotEqual);
- symbolTable.relateToOperator("lessThan", EOpLessThan);
- symbolTable.relateToOperator("greaterThan", EOpGreaterThan);
- symbolTable.relateToOperator("lessThanEqual", EOpLessThanEqual);
- symbolTable.relateToOperator("greaterThanEqual", EOpGreaterThanEqual);
-
- symbolTable.relateToOperator("radians", EOpRadians);
- symbolTable.relateToOperator("degrees", EOpDegrees);
- symbolTable.relateToOperator("sin", EOpSin);
- symbolTable.relateToOperator("cos", EOpCos);
- symbolTable.relateToOperator("tan", EOpTan);
- symbolTable.relateToOperator("asin", EOpAsin);
- symbolTable.relateToOperator("acos", EOpAcos);
- symbolTable.relateToOperator("atan", EOpAtan);
-
- symbolTable.relateToOperator("pow", EOpPow);
- symbolTable.relateToOperator("exp2", EOpExp2);
- symbolTable.relateToOperator("log", EOpLog);
- symbolTable.relateToOperator("exp", EOpExp);
- symbolTable.relateToOperator("log2", EOpLog2);
- symbolTable.relateToOperator("sqrt", EOpSqrt);
- symbolTable.relateToOperator("inversesqrt", EOpInverseSqrt);
-
- symbolTable.relateToOperator("abs", EOpAbs);
- symbolTable.relateToOperator("sign", EOpSign);
- symbolTable.relateToOperator("floor", EOpFloor);
- symbolTable.relateToOperator("ceil", EOpCeil);
- symbolTable.relateToOperator("fract", EOpFract);
- symbolTable.relateToOperator("min", EOpMin);
- symbolTable.relateToOperator("max", EOpMax);
- symbolTable.relateToOperator("clamp", EOpClamp);
- symbolTable.relateToOperator("mix", EOpMix);
- symbolTable.relateToOperator("step", EOpStep);
- symbolTable.relateToOperator("smoothstep", EOpSmoothStep);
-
- symbolTable.relateToOperator("length", EOpLength);
- symbolTable.relateToOperator("distance", EOpDistance);
- symbolTable.relateToOperator("dot", EOpDot);
- symbolTable.relateToOperator("cross", EOpCross);
- symbolTable.relateToOperator("normalize", EOpNormalize);
- symbolTable.relateToOperator("forward", EOpFaceForward);
- symbolTable.relateToOperator("reflect", EOpReflect);
- symbolTable.relateToOperator("refract", EOpRefract);
-
- symbolTable.relateToOperator("any", EOpAny);
- symbolTable.relateToOperator("all", EOpAll);
-
- switch(language) {
-
- case EShLangVertex:
- break;
-
- case EShLangFragment:
- symbolTable.relateToOperator("dFdx", EOpDPdx);
- symbolTable.relateToOperator("dFdy", EOpDPdy);
- symbolTable.relateToOperator("fwidth", EOpFwidth);
-
- break;
-
- case EShLangPack:
- case EShLangUnpack:
- symbolTable.relateToOperator("itof", EOpItof);
- symbolTable.relateToOperator("ftoi", EOpFtoi);
- symbolTable.relateToOperator("skipPixels", EOpSkipPixels);
- symbolTable.relateToOperator("readInput", EOpReadInput);
- symbolTable.relateToOperator("writePixel", EOpWritePixel);
- symbolTable.relateToOperator("bitmapLSB", EOpBitmapLsb);
- symbolTable.relateToOperator("bitmapMSB", EOpBitmapMsb);
- symbolTable.relateToOperator("writeOutput", EOpWriteOutput);
- symbolTable.relateToOperator("readPixel", EOpReadPixel);
- break;
- default: assert (false && "Language not supported");
- }
-}
-
-void IdentifyBuiltIns(EShLanguage language, TSymbolTable& symbolTable, const TBuiltInResource &resources)
-{
- //
- // First, insert some special built-in variables that are not in
- // the built-in header files.
- //
- switch(language) {
-
- case EShLangFragment: {
- // Set up gl_FragData. The array size.
- TType fragData(EbtFloat, EvqFragColor, 4, false, true);
- fragData.setArraySize(resources.maxDrawBuffers);
- symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData"), fragData));
- }
- break;
-
- default: break;
- }
-}