glsl2: Add definitions of the builtin constants present in GLSL 1.10.

Fixes:
glsl1-built-in constants
This commit is contained in:
Eric Anholt
2010-07-20 14:03:35 -07:00
parent 1245babe0c
commit f8946699ec
4 changed files with 77 additions and 9 deletions
+32 -6
View File
@@ -93,6 +93,16 @@ add_builtin_variable(const builtin_variable *proto, exec_list *instructions,
symtab);
}
static void
add_builtin_constant(exec_list *instructions,
struct _mesa_glsl_parse_state *state,
const char *name, int value)
{
ir_variable *const var = add_variable(name, ir_var_auto,
-1, glsl_type::int_type,
instructions, state->symbols);
var->constant_value = new(var) ir_constant(value);
}
static void
generate_110_uniforms(exec_list *instructions,
@@ -105,12 +115,28 @@ generate_110_uniforms(exec_list *instructions,
instructions, state->symbols);
}
ir_variable *const mtc = add_variable("gl_MaxTextureCoords", ir_var_auto,
-1, glsl_type::int_type,
instructions, state->symbols);
mtc->constant_value = new(mtc)
ir_constant(int(state->Const.MaxTextureCoords));
add_builtin_constant(instructions, state, "gl_MaxLights",
state->Const.MaxLights);
add_builtin_constant(instructions, state, "gl_MaxClipPlanes",
state->Const.MaxClipPlanes);
add_builtin_constant(instructions, state, "gl_MaxTextureUnits",
state->Const.MaxTextureUnits);
add_builtin_constant(instructions, state, "gl_MaxTextureCoords",
state->Const.MaxTextureCoords);
add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
state->Const.MaxVertexAttribs);
add_builtin_constant(instructions, state, "gl_MaxVertexUniformComponents",
state->Const.MaxVertexUniformComponents);
add_builtin_constant(instructions, state, "gl_MaxVaryingFloats",
state->Const.MaxVaryingFloats);
add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
state->Const.MaxVertexTextureImageUnits);
add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
state->Const.MaxCombinedTextureImageUnits);
add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
state->Const.MaxTextureImageUnits);
add_builtin_constant(instructions, state, "gl_MaxFragmentUniformComponents",
state->Const.MaxFragmentUniformComponents);
const glsl_type *const mat4_array_type =
glsl_type::get_array_instance(state->symbols, glsl_type::mat4_type,