Lines Matching refs:state

68 	    struct _mesa_glsl_parse_state *state,
72 state->symbols);
92 struct _mesa_glsl_parse_state *state,
97 instructions, state->symbols);
106 struct _mesa_glsl_parse_state *state)
108 add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
109 state->Const.MaxVertexAttribs);
110 add_builtin_constant(instructions, state, "gl_MaxVertexUniformVectors",
111 state->Const.MaxVertexUniformComponents);
112 add_builtin_constant(instructions, state, "gl_MaxVaryingVectors",
113 state->Const.MaxVaryingFloats / 4);
114 add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
115 state->Const.MaxVertexTextureImageUnits);
116 add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
117 state->Const.MaxCombinedTextureImageUnits);
118 add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
119 state->Const.MaxTextureImageUnits);
120 add_builtin_constant(instructions, state, "gl_MaxFragmentUniformVectors",
121 state->Const.MaxFragmentUniformComponents);
123 add_uniform(instructions, state, "gl_DepthRange",
124 state->symbols->get_type("gl_DepthRangeParameters"));
129 struct _mesa_glsl_parse_state *state)
135 instructions, state->symbols);
138 add_builtin_constant(instructions, state, "gl_MaxLights",
139 state->Const.MaxLights);
140 add_builtin_constant(instructions, state, "gl_MaxClipPlanes",
141 state->Const.MaxClipPlanes);
142 add_builtin_constant(instructions, state, "gl_MaxTextureUnits",
143 state->Const.MaxTextureUnits);
144 add_builtin_constant(instructions, state, "gl_MaxTextureCoords",
145 state->Const.MaxTextureCoords);
146 add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
147 state->Const.MaxVertexAttribs);
148 add_builtin_constant(instructions, state, "gl_MaxVertexUniformComponents",
149 state->Const.MaxVertexUniformComponents);
150 add_builtin_constant(instructions, state, "gl_MaxVaryingFloats",
151 state->Const.MaxVaryingFloats);
152 add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
153 state->Const.MaxVertexTextureImageUnits);
154 add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
155 state->Const.MaxCombinedTextureImageUnits);
156 add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
157 state->Const.MaxTextureImageUnits);
158 add_builtin_constant(instructions, state, "gl_MaxFragmentUniformComponents",
159 state->Const.MaxFragmentUniformComponents);
163 state->Const.MaxTextureCoords);
165 add_uniform(instructions, state, "gl_TextureMatrix", mat4_array_type);
166 add_uniform(instructions, state, "gl_TextureMatrixInverse", mat4_array_type);
167 add_uniform(instructions, state, "gl_TextureMatrixTranspose", mat4_array_type);
168 add_uniform(instructions, state, "gl_TextureMatrixInverseTranspose", mat4_array_type);
170 add_uniform(instructions, state, "gl_DepthRange",
171 state->symbols->get_type("gl_DepthRangeParameters"));
173 add_uniform(instructions, state, "gl_ClipPlane",
175 state->Const.MaxClipPlanes));
176 add_uniform(instructions, state, "gl_Point",
177 state->symbols->get_type("gl_PointParameters"));
180 state->symbols->get_type("gl_MaterialParameters");
181 add_uniform(instructions, state, "gl_FrontMaterial", material_parameters_type);
182 add_uniform(instructions, state, "gl_BackMaterial", material_parameters_type);
185 glsl_type::get_array_instance(state->symbols->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
187 add_uniform(instructions, state, "gl_LightSource", light_source_array_type);
190 state->symbols->get_type("gl_LightModelProducts");
191 add_uniform(instructions, state, "gl_FrontLightModelProduct",
193 add_uniform(instructions, state, "gl_BackLightModelProduct",
197 glsl_type::get_array_instance(state->symbols->get_type("gl_LightProducts"),
198 state->Const.MaxLights);
199 add_uniform(instructions, state, "gl_FrontLightProduct", light_products_type);
200 add_uniform(instructions, state, "gl_BackLightProduct", light_products_type);
202 add_uniform(instructions, state, "gl_TextureEnvColor",
204 state->Const.MaxTextureUnits));
208 state->Const.MaxTextureCoords);
209 add_uniform(instructions, state, "gl_EyePlaneS", texcoords_vec4);
210 add_uniform(instructions, state, "gl_EyePlaneT", texcoords_vec4);
211 add_uniform(instructions, state, "gl_EyePlaneR", texcoords_vec4);
212 add_uniform(instructions, state, "gl_EyePlaneQ", texcoords_vec4);
213 add_uniform(instructions, state, "gl_ObjectPlaneS", texcoords_vec4);
214 add_uniform(instructions, state, "gl_ObjectPlaneT", texcoords_vec4);
215 add_uniform(instructions, state, "gl_ObjectPlaneR", texcoords_vec4);
216 add_uniform(instructions, state, "gl_ObjectPlaneQ", texcoords_vec4);
218 add_uniform(instructions, state, "gl_Fog",
219 state->symbols->get_type("gl_FogParameters"));
225 struct _mesa_glsl_parse_state *state)
229 instructions, state->symbols);
232 generate_100ES_uniforms(instructions, state);
234 generate_ARB_draw_buffers_variables(instructions, state, false,
241 struct _mesa_glsl_parse_state *state)
245 instructions, state->symbols);
252 instructions, state->symbols);
254 generate_110_uniforms(instructions, state);
268 instructions, state->symbols);
270 generate_ARB_draw_buffers_variables(instructions, state, false,
277 struct _mesa_glsl_parse_state *state)
282 generate_110_vs_variables(instructions, state);
288 struct _mesa_glsl_parse_state *state)
290 generate_120_vs_variables(instructions, state);
294 instructions, state->symbols);
299 state->Const.MaxClipPlanes);
303 instructions, state->symbols);
310 struct _mesa_glsl_parse_state *state)
313 switch (state->language_version) {
315 generate_100ES_vs_variables(instructions, state);
318 generate_110_vs_variables(instructions, state);
321 generate_120_vs_variables(instructions, state);
324 generate_130_vs_variables(instructions, state);
332 struct _mesa_glsl_parse_state *state)
336 instructions, state->symbols);
341 instructions, state->symbols);
344 generate_100ES_uniforms(instructions, state);
346 generate_ARB_draw_buffers_variables(instructions, state, false,
352 struct _mesa_glsl_parse_state *state)
356 instructions, state->symbols);
361 instructions, state->symbols);
368 instructions, state->symbols);
370 generate_110_uniforms(instructions, state);
384 instructions, state->symbols);
386 generate_ARB_draw_buffers_variables(instructions, state, false,
393 struct _mesa_glsl_parse_state *state,
400 glsl_type::int_type, instructions, state->symbols);
406 ir_constant(int(state->Const.MaxDrawBuffers));
414 state->Const.MaxDrawBuffers);
418 vec4_array_type, instructions, state->symbols);
427 struct _mesa_glsl_parse_state *state,
434 glsl_type::int_type, instructions, state->symbols);
442 struct _mesa_glsl_parse_state *state)
444 generate_110_fs_variables(instructions, state);
450 instructions, state->symbols);
456 struct _mesa_glsl_parse_state *state)
458 generate_120_fs_variables(instructions, state);
462 state->Const.MaxClipPlanes);
466 instructions, state->symbols);
471 struct _mesa_glsl_parse_state *state)
474 switch (state->language_version) {
476 generate_100ES_fs_variables(instructions, state);
479 generate_110_fs_variables(instructions, state);
482 generate_120_fs_variables(instructions, state);
485 generate_130_fs_variables(instructions, state);
489 if (state->ARB_shader_stencil_export_enable)
490 generate_ARB_shader_stencil_export_variables(instructions, state,
491 state->ARB_shader_stencil_export_warn);
496 struct _mesa_glsl_parse_state *state)
498 switch (state->target) {
500 initialize_vs_variables(instructions, state);
505 initialize_fs_variables(instructions, state);