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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7//
8// Create strings that declare built-in definitions, add built-ins that
9// cannot be expressed in the files, and establish mappings between
10// built-in functions and operators.
11//
12
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000013#include "compiler/Initialize.h"
14
15#include "compiler/intermediate.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000016
17void TBuiltIns::initialize()
18{
daniel@transgaming.com0578f812010-05-17 09:58:39 +000019 //
20 // Initialize all the built-in strings for parsing.
21 //
22 TString BuiltInFunctions;
23 TString BuiltInFunctionsVertex;
24 TString BuiltInFunctionsFragment;
25 TString StandardUniforms;
daniel@transgaming.coma5d76232010-05-17 09:58:47 +000026 TString VertexDefaultPrecision;
27 TString FragmentDefaultPrecision;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000028
daniel@transgaming.com0578f812010-05-17 09:58:39 +000029 {
30 //============================================================================
31 //
32 // Prototypes for built-in functions seen by both vertex and fragment shaders.
33 //
34 //============================================================================
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000035
daniel@transgaming.com0578f812010-05-17 09:58:39 +000036 TString& s = BuiltInFunctions;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000037
daniel@transgaming.com0578f812010-05-17 09:58:39 +000038 //
39 // Angle and Trigonometric Functions.
40 //
41 s.append(TString("float radians(float degrees);"));
42 s.append(TString("vec2 radians(vec2 degrees);"));
43 s.append(TString("vec3 radians(vec3 degrees);"));
44 s.append(TString("vec4 radians(vec4 degrees);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000045
daniel@transgaming.com0578f812010-05-17 09:58:39 +000046 s.append(TString("float degrees(float radians);"));
47 s.append(TString("vec2 degrees(vec2 radians);"));
48 s.append(TString("vec3 degrees(vec3 radians);"));
49 s.append(TString("vec4 degrees(vec4 radians);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000050
daniel@transgaming.com0578f812010-05-17 09:58:39 +000051 s.append(TString("float sin(float angle);"));
52 s.append(TString("vec2 sin(vec2 angle);"));
53 s.append(TString("vec3 sin(vec3 angle);"));
54 s.append(TString("vec4 sin(vec4 angle);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000055
daniel@transgaming.com0578f812010-05-17 09:58:39 +000056 s.append(TString("float cos(float angle);"));
57 s.append(TString("vec2 cos(vec2 angle);"));
58 s.append(TString("vec3 cos(vec3 angle);"));
59 s.append(TString("vec4 cos(vec4 angle);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000060
daniel@transgaming.com0578f812010-05-17 09:58:39 +000061 s.append(TString("float tan(float angle);"));
62 s.append(TString("vec2 tan(vec2 angle);"));
63 s.append(TString("vec3 tan(vec3 angle);"));
64 s.append(TString("vec4 tan(vec4 angle);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000065
daniel@transgaming.com0578f812010-05-17 09:58:39 +000066 s.append(TString("float asin(float x);"));
67 s.append(TString("vec2 asin(vec2 x);"));
68 s.append(TString("vec3 asin(vec3 x);"));
69 s.append(TString("vec4 asin(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000070
daniel@transgaming.com0578f812010-05-17 09:58:39 +000071 s.append(TString("float acos(float x);"));
72 s.append(TString("vec2 acos(vec2 x);"));
73 s.append(TString("vec3 acos(vec3 x);"));
74 s.append(TString("vec4 acos(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000075
daniel@transgaming.com0578f812010-05-17 09:58:39 +000076 s.append(TString("float atan(float y, float x);"));
77 s.append(TString("vec2 atan(vec2 y, vec2 x);"));
78 s.append(TString("vec3 atan(vec3 y, vec3 x);"));
79 s.append(TString("vec4 atan(vec4 y, vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000080
daniel@transgaming.com0578f812010-05-17 09:58:39 +000081 s.append(TString("float atan(float y_over_x);"));
82 s.append(TString("vec2 atan(vec2 y_over_x);"));
83 s.append(TString("vec3 atan(vec3 y_over_x);"));
84 s.append(TString("vec4 atan(vec4 y_over_x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000085
daniel@transgaming.com0578f812010-05-17 09:58:39 +000086 //
87 // Exponential Functions.
88 //
89 s.append(TString("float pow(float x, float y);"));
90 s.append(TString("vec2 pow(vec2 x, vec2 y);"));
91 s.append(TString("vec3 pow(vec3 x, vec3 y);"));
92 s.append(TString("vec4 pow(vec4 x, vec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000093
daniel@transgaming.com0578f812010-05-17 09:58:39 +000094 s.append(TString("float exp(float x);"));
95 s.append(TString("vec2 exp(vec2 x);"));
96 s.append(TString("vec3 exp(vec3 x);"));
97 s.append(TString("vec4 exp(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000098
daniel@transgaming.com0578f812010-05-17 09:58:39 +000099 s.append(TString("float log(float x);"));
100 s.append(TString("vec2 log(vec2 x);"));
101 s.append(TString("vec3 log(vec3 x);"));
102 s.append(TString("vec4 log(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000103
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000104 s.append(TString("float exp2(float x);"));
105 s.append(TString("vec2 exp2(vec2 x);"));
106 s.append(TString("vec3 exp2(vec3 x);"));
107 s.append(TString("vec4 exp2(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000108
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000109 s.append(TString("float log2(float x);"));
110 s.append(TString("vec2 log2(vec2 x);"));
111 s.append(TString("vec3 log2(vec3 x);"));
112 s.append(TString("vec4 log2(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000113
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000114 s.append(TString("float sqrt(float x);"));
115 s.append(TString("vec2 sqrt(vec2 x);"));
116 s.append(TString("vec3 sqrt(vec3 x);"));
117 s.append(TString("vec4 sqrt(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000118
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000119 s.append(TString("float inversesqrt(float x);"));
120 s.append(TString("vec2 inversesqrt(vec2 x);"));
121 s.append(TString("vec3 inversesqrt(vec3 x);"));
122 s.append(TString("vec4 inversesqrt(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000123
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000124 //
125 // Common Functions.
126 //
127 s.append(TString("float abs(float x);"));
128 s.append(TString("vec2 abs(vec2 x);"));
129 s.append(TString("vec3 abs(vec3 x);"));
130 s.append(TString("vec4 abs(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000131
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000132 s.append(TString("float sign(float x);"));
133 s.append(TString("vec2 sign(vec2 x);"));
134 s.append(TString("vec3 sign(vec3 x);"));
135 s.append(TString("vec4 sign(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000136
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000137 s.append(TString("float floor(float x);"));
138 s.append(TString("vec2 floor(vec2 x);"));
139 s.append(TString("vec3 floor(vec3 x);"));
140 s.append(TString("vec4 floor(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000141
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000142 s.append(TString("float ceil(float x);"));
143 s.append(TString("vec2 ceil(vec2 x);"));
144 s.append(TString("vec3 ceil(vec3 x);"));
145 s.append(TString("vec4 ceil(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000146
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000147 s.append(TString("float fract(float x);"));
148 s.append(TString("vec2 fract(vec2 x);"));
149 s.append(TString("vec3 fract(vec3 x);"));
150 s.append(TString("vec4 fract(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000151
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000152 s.append(TString("float mod(float x, float y);"));
153 s.append(TString("vec2 mod(vec2 x, float y);"));
154 s.append(TString("vec3 mod(vec3 x, float y);"));
155 s.append(TString("vec4 mod(vec4 x, float y);"));
156 s.append(TString("vec2 mod(vec2 x, vec2 y);"));
157 s.append(TString("vec3 mod(vec3 x, vec3 y);"));
158 s.append(TString("vec4 mod(vec4 x, vec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000159
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000160 s.append(TString("float min(float x, float y);"));
161 s.append(TString("vec2 min(vec2 x, float y);"));
162 s.append(TString("vec3 min(vec3 x, float y);"));
163 s.append(TString("vec4 min(vec4 x, float y);"));
164 s.append(TString("vec2 min(vec2 x, vec2 y);"));
165 s.append(TString("vec3 min(vec3 x, vec3 y);"));
166 s.append(TString("vec4 min(vec4 x, vec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000167
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000168 s.append(TString("float max(float x, float y);"));
169 s.append(TString("vec2 max(vec2 x, float y);"));
170 s.append(TString("vec3 max(vec3 x, float y);"));
171 s.append(TString("vec4 max(vec4 x, float y);"));
172 s.append(TString("vec2 max(vec2 x, vec2 y);"));
173 s.append(TString("vec3 max(vec3 x, vec3 y);"));
174 s.append(TString("vec4 max(vec4 x, vec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000175
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000176 s.append(TString("float clamp(float x, float minVal, float maxVal);"));
177 s.append(TString("vec2 clamp(vec2 x, float minVal, float maxVal);"));
178 s.append(TString("vec3 clamp(vec3 x, float minVal, float maxVal);"));
179 s.append(TString("vec4 clamp(vec4 x, float minVal, float maxVal);"));
180 s.append(TString("vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);"));
181 s.append(TString("vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);"));
182 s.append(TString("vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000183
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000184 s.append(TString("float mix(float x, float y, float a);"));
185 s.append(TString("vec2 mix(vec2 x, vec2 y, float a);"));
186 s.append(TString("vec3 mix(vec3 x, vec3 y, float a);"));
187 s.append(TString("vec4 mix(vec4 x, vec4 y, float a);"));
188 s.append(TString("vec2 mix(vec2 x, vec2 y, vec2 a);"));
189 s.append(TString("vec3 mix(vec3 x, vec3 y, vec3 a);"));
190 s.append(TString("vec4 mix(vec4 x, vec4 y, vec4 a);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000191
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000192 s.append(TString("float step(float edge, float x);"));
193 s.append(TString("vec2 step(vec2 edge, vec2 x);"));
194 s.append(TString("vec3 step(vec3 edge, vec3 x);"));
195 s.append(TString("vec4 step(vec4 edge, vec4 x);"));
196 s.append(TString("vec2 step(float edge, vec2 x);"));
197 s.append(TString("vec3 step(float edge, vec3 x);"));
198 s.append(TString("vec4 step(float edge, vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000199
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000200 s.append(TString("float smoothstep(float edge0, float edge1, float x);"));
201 s.append(TString("vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);"));
202 s.append(TString("vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);"));
203 s.append(TString("vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);"));
204 s.append(TString("vec2 smoothstep(float edge0, float edge1, vec2 x);"));
205 s.append(TString("vec3 smoothstep(float edge0, float edge1, vec3 x);"));
206 s.append(TString("vec4 smoothstep(float edge0, float edge1, vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000207
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000208 //
209 // Geometric Functions.
210 //
211 s.append(TString("float length(float x);"));
212 s.append(TString("float length(vec2 x);"));
213 s.append(TString("float length(vec3 x);"));
214 s.append(TString("float length(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000215
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000216 s.append(TString("float distance(float p0, float p1);"));
217 s.append(TString("float distance(vec2 p0, vec2 p1);"));
218 s.append(TString("float distance(vec3 p0, vec3 p1);"));
219 s.append(TString("float distance(vec4 p0, vec4 p1);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000220
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000221 s.append(TString("float dot(float x, float y);"));
222 s.append(TString("float dot(vec2 x, vec2 y);"));
223 s.append(TString("float dot(vec3 x, vec3 y);"));
224 s.append(TString("float dot(vec4 x, vec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000225
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000226 s.append(TString("vec3 cross(vec3 x, vec3 y);"));
227 s.append(TString("float normalize(float x);"));
228 s.append(TString("vec2 normalize(vec2 x);"));
229 s.append(TString("vec3 normalize(vec3 x);"));
230 s.append(TString("vec4 normalize(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000231
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000232 s.append(TString("float faceforward(float N, float I, float Nref);"));
233 s.append(TString("vec2 faceforward(vec2 N, vec2 I, vec2 Nref);"));
234 s.append(TString("vec3 faceforward(vec3 N, vec3 I, vec3 Nref);"));
235 s.append(TString("vec4 faceforward(vec4 N, vec4 I, vec4 Nref);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000236
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000237 s.append(TString("float reflect(float I, float N);"));
238 s.append(TString("vec2 reflect(vec2 I, vec2 N);"));
239 s.append(TString("vec3 reflect(vec3 I, vec3 N);"));
240 s.append(TString("vec4 reflect(vec4 I, vec4 N);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000241
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000242 s.append(TString("float refract(float I, float N, float eta);"));
243 s.append(TString("vec2 refract(vec2 I, vec2 N, float eta);"));
244 s.append(TString("vec3 refract(vec3 I, vec3 N, float eta);"));
245 s.append(TString("vec4 refract(vec4 I, vec4 N, float eta);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000246
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000247 //
248 // Matrix Functions.
249 //
250 s.append(TString("mat2 matrixCompMult(mat2 x, mat2 y);"));
251 s.append(TString("mat3 matrixCompMult(mat3 x, mat3 y);"));
252 s.append(TString("mat4 matrixCompMult(mat4 x, mat4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000253
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000254 //
255 // Vector relational functions.
256 //
257 s.append(TString("bvec2 lessThan(vec2 x, vec2 y);"));
258 s.append(TString("bvec3 lessThan(vec3 x, vec3 y);"));
259 s.append(TString("bvec4 lessThan(vec4 x, vec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000260
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000261 s.append(TString("bvec2 lessThan(ivec2 x, ivec2 y);"));
262 s.append(TString("bvec3 lessThan(ivec3 x, ivec3 y);"));
263 s.append(TString("bvec4 lessThan(ivec4 x, ivec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000264
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000265 s.append(TString("bvec2 lessThanEqual(vec2 x, vec2 y);"));
266 s.append(TString("bvec3 lessThanEqual(vec3 x, vec3 y);"));
267 s.append(TString("bvec4 lessThanEqual(vec4 x, vec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000268
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000269 s.append(TString("bvec2 lessThanEqual(ivec2 x, ivec2 y);"));
270 s.append(TString("bvec3 lessThanEqual(ivec3 x, ivec3 y);"));
271 s.append(TString("bvec4 lessThanEqual(ivec4 x, ivec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000272
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000273 s.append(TString("bvec2 greaterThan(vec2 x, vec2 y);"));
274 s.append(TString("bvec3 greaterThan(vec3 x, vec3 y);"));
275 s.append(TString("bvec4 greaterThan(vec4 x, vec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000276
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000277 s.append(TString("bvec2 greaterThan(ivec2 x, ivec2 y);"));
278 s.append(TString("bvec3 greaterThan(ivec3 x, ivec3 y);"));
279 s.append(TString("bvec4 greaterThan(ivec4 x, ivec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000280
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000281 s.append(TString("bvec2 greaterThanEqual(vec2 x, vec2 y);"));
282 s.append(TString("bvec3 greaterThanEqual(vec3 x, vec3 y);"));
283 s.append(TString("bvec4 greaterThanEqual(vec4 x, vec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000284
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000285 s.append(TString("bvec2 greaterThanEqual(ivec2 x, ivec2 y);"));
286 s.append(TString("bvec3 greaterThanEqual(ivec3 x, ivec3 y);"));
287 s.append(TString("bvec4 greaterThanEqual(ivec4 x, ivec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000288
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000289 s.append(TString("bvec2 equal(vec2 x, vec2 y);"));
290 s.append(TString("bvec3 equal(vec3 x, vec3 y);"));
291 s.append(TString("bvec4 equal(vec4 x, vec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000292
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000293 s.append(TString("bvec2 equal(ivec2 x, ivec2 y);"));
294 s.append(TString("bvec3 equal(ivec3 x, ivec3 y);"));
295 s.append(TString("bvec4 equal(ivec4 x, ivec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000296
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000297 s.append(TString("bvec2 equal(bvec2 x, bvec2 y);"));
298 s.append(TString("bvec3 equal(bvec3 x, bvec3 y);"));
299 s.append(TString("bvec4 equal(bvec4 x, bvec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000300
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000301 s.append(TString("bvec2 notEqual(vec2 x, vec2 y);"));
302 s.append(TString("bvec3 notEqual(vec3 x, vec3 y);"));
303 s.append(TString("bvec4 notEqual(vec4 x, vec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000304
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000305 s.append(TString("bvec2 notEqual(ivec2 x, ivec2 y);"));
306 s.append(TString("bvec3 notEqual(ivec3 x, ivec3 y);"));
307 s.append(TString("bvec4 notEqual(ivec4 x, ivec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000308
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000309 s.append(TString("bvec2 notEqual(bvec2 x, bvec2 y);"));
310 s.append(TString("bvec3 notEqual(bvec3 x, bvec3 y);"));
311 s.append(TString("bvec4 notEqual(bvec4 x, bvec4 y);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000312
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000313 s.append(TString("bool any(bvec2 x);"));
314 s.append(TString("bool any(bvec3 x);"));
315 s.append(TString("bool any(bvec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000316
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000317 s.append(TString("bool all(bvec2 x);"));
318 s.append(TString("bool all(bvec3 x);"));
319 s.append(TString("bool all(bvec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000320
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000321 s.append(TString("bvec2 not(bvec2 x);"));
322 s.append(TString("bvec3 not(bvec3 x);"));
323 s.append(TString("bvec4 not(bvec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000324
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000325 //
326 // Texture Functions.
327 //
328 s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord);"));
329 s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord);"));
330 s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000331
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000332 s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000333
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000334 //
335 // Noise functions.
336 //
337 // s.append(TString("float noise1(float x);"));
338 // s.append(TString("float noise1(vec2 x);"));
339 // s.append(TString("float noise1(vec3 x);"));
340 // s.append(TString("float noise1(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000341
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000342 // s.append(TString("vec2 noise2(float x);"));
343 // s.append(TString("vec2 noise2(vec2 x);"));
344 // s.append(TString("vec2 noise2(vec3 x);"));
345 // s.append(TString("vec2 noise2(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000346
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000347 // s.append(TString("vec3 noise3(float x);"));
348 // s.append(TString("vec3 noise3(vec2 x);"));
349 // s.append(TString("vec3 noise3(vec3 x);"));
350 // s.append(TString("vec3 noise3(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000351
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000352 // s.append(TString("vec4 noise4(float x);"));
353 // s.append(TString("vec4 noise4(vec2 x);"));
354 // s.append(TString("vec4 noise4(vec3 x);"));
355 // s.append(TString("vec4 noise4(vec4 x);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000356
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000357 s.append(TString("\n"));
358 }
359 {
360 //============================================================================
361 //
362 // Prototypes for built-in functions seen by vertex shaders only.
363 //
364 //============================================================================
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000365
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000366 TString& s = BuiltInFunctionsVertex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000367
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000368 //
369 // Geometric Functions.
370 //
371 s.append(TString("vec4 ftransform();"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000372
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000373 //
374 // Texture Functions.
375 //
376 s.append(TString("vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);"));
377 s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);"));
378 s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000379
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000380 s.append(TString("vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000381
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000382 s.append(TString("\n"));
383 }
384 {
385 //============================================================================
386 //
387 // Prototypes for built-in functions seen by fragment shaders only.
388 //
389 //============================================================================
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000390
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000391 TString& s = BuiltInFunctionsFragment;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000392
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000393 //
394 // Texture Functions.
395 //
396 s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord, float bias);"));
397 s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);"));
398 s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000399
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000400 s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord, float bias);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000401
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000402 // s.append(TString("float dFdx(float p);"));
403 // s.append(TString("vec2 dFdx(vec2 p);"));
404 // s.append(TString("vec3 dFdx(vec3 p);"));
405 // s.append(TString("vec4 dFdx(vec4 p);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000406
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000407 // s.append(TString("float dFdy(float p);"));
408 // s.append(TString("vec2 dFdy(vec2 p);"));
409 // s.append(TString("vec3 dFdy(vec3 p);"));
410 // s.append(TString("vec4 dFdy(vec4 p);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000411
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000412 s.append(TString("float fwidth(float p);"));
413 s.append(TString("vec2 fwidth(vec2 p);"));
414 s.append(TString("vec3 fwidth(vec3 p);"));
415 s.append(TString("vec4 fwidth(vec4 p);"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000416
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000417 s.append(TString("\n"));
418 }
419 {
420 //============================================================================
421 //
422 // Standard Uniforms
423 //
424 //============================================================================
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000425
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000426 TString& s = StandardUniforms;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000427
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000428 //
429 // Depth range in window coordinates
430 //
431 s.append(TString("struct gl_DepthRangeParameters {"));
daniel@transgaming.coma5d76232010-05-17 09:58:47 +0000432 s.append(TString(" highp float near;")); // n
433 s.append(TString(" highp float far;")); // f
434 s.append(TString(" highp float diff;")); // f - n
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000435 s.append(TString("};"));
436 s.append(TString("uniform gl_DepthRangeParameters gl_DepthRange;"));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000437
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000438 s.append(TString("\n"));
439 }
daniel@transgaming.coma5d76232010-05-17 09:58:47 +0000440 {
441 //============================================================================
442 //
443 // Default precision for vertex shaders.
444 //
445 //============================================================================
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000446
daniel@transgaming.coma5d76232010-05-17 09:58:47 +0000447 TString& s = VertexDefaultPrecision;
448
449 s.append(TString("precision highp int;"));
450 s.append(TString("precision highp float;"));
451 s.append(TString("\n"));
452 }
453 {
454 //============================================================================
455 //
456 // Default precision for fragment shaders.
457 //
458 //============================================================================
459
460 TString& s = FragmentDefaultPrecision;
461
462 s.append(TString("precision mediump int;"));
463 // No default precision for float in fragment shaders
464 s.append(TString("\n"));
465 }
466
467 builtInStrings[EShLangFragment].push_back(FragmentDefaultPrecision);
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000468 builtInStrings[EShLangFragment].push_back(BuiltInFunctions.c_str());
469 builtInStrings[EShLangFragment].push_back(BuiltInFunctionsFragment);
470 builtInStrings[EShLangFragment].push_back(StandardUniforms);
daniel@transgaming.coma5d76232010-05-17 09:58:47 +0000471
472 builtInStrings[EShLangVertex].push_back(VertexDefaultPrecision);
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000473 builtInStrings[EShLangVertex].push_back(BuiltInFunctions);
474 builtInStrings[EShLangVertex].push_back(BuiltInFunctionsVertex);
475 builtInStrings[EShLangVertex].push_back(StandardUniforms);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000476}
477
478void TBuiltIns::initialize(const TBuiltInResource &resources)
479{
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000480 TString builtIns;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000481
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000482 // Implementation dependent constants
483 char builtInConstant[80];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000484
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000485 sprintf(builtInConstant, "const int gl_MaxVertexAttribs = %d;", resources.maxVertexAttribs);
486 builtIns.append(TString(builtInConstant));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000487
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000488 sprintf(builtInConstant, "const int gl_MaxVertexUniformVectors = %d;", resources.maxVertexUniformVectors);
489 builtIns.append(TString(builtInConstant));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000490
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000491 sprintf(builtInConstant, "const int gl_MaxVaryingVectors = %d;", resources.maxVaryingVectors);
492 builtIns.append(TString(builtInConstant));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000493
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000494 sprintf(builtInConstant, "const int gl_MaxVertexTextureImageUnits = %d;", resources.maxVertexTextureImageUnits);
495 builtIns.append(TString(builtInConstant));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000496
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000497 sprintf(builtInConstant, "const int gl_MaxCombinedTextureImageUnits = %d;", resources.maxCombinedTextureImageUnits);
498 builtIns.append(TString(builtInConstant));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000499
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000500 sprintf(builtInConstant, "const int gl_MaxTextureImageUnits = %d;", resources.maxTextureImageUnits);
501 builtIns.append(TString(builtInConstant));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000502
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000503 sprintf(builtInConstant, "const int gl_MaxFragmentUniformVectors = %d;", resources.maxFragmentUniformVectors);
504 builtIns.append(TString(builtInConstant));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000505
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000506 sprintf(builtInConstant, "const int gl_MaxDrawBuffers = %d;", resources.maxDrawBuffers);
507 builtIns.append(TString(builtInConstant));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000508
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000509 builtInStrings[EShLangFragment].push_back(builtIns);
510 builtInStrings[EShLangVertex].push_back(builtIns);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000511}
512
513void IdentifyBuiltIns(EShLanguage language, TSymbolTable& symbolTable)
514{
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000515 //
516 // First, insert some special built-in variables that are not in
517 // the built-in header files.
518 //
519 switch(language) {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000520
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000521 case EShLangFragment: {
daniel@transgaming.coma5d76232010-05-17 09:58:47 +0000522 symbolTable.insert(*new TVariable(NewPoolTString("gl_FragCoord"), TType(EbtFloat, EbpMedium, EvqFragCoord, 4)));
523 symbolTable.insert(*new TVariable(NewPoolTString("gl_FrontFacing"), TType(EbtBool, EbpUndefined, EvqFrontFacing, 1)));
524 symbolTable.insert(*new TVariable(NewPoolTString("gl_FragColor"), TType(EbtFloat, EbpMedium, EvqFragColor, 4)));
525 symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData[gl_MaxDrawBuffers]"), TType(EbtFloat, EbpMedium, EvqFragData, 4)));
526 symbolTable.insert(*new TVariable(NewPoolTString("gl_PointCoord"), TType(EbtFloat, EbpMedium, EvqPointCoord, 2)));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000527
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000528 }
529 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000530
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000531 case EShLangVertex:
daniel@transgaming.coma5d76232010-05-17 09:58:47 +0000532 symbolTable.insert(*new TVariable(NewPoolTString("gl_Position"), TType(EbtFloat, EbpHigh, EvqPosition, 4)));
533 symbolTable.insert(*new TVariable(NewPoolTString("gl_PointSize"), TType(EbtFloat, EbpMedium, EvqPointSize, 1)));
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000534 break;
535 default: break;
536 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000537
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000538 //
539 // Next, identify which built-ins from the already loaded headers have
540 // a mapping to an operator. Those that are not identified as such are
541 // expected to be resolved through a library of functions, versus as
542 // operations.
543 //
544 symbolTable.relateToOperator("not", EOpVectorLogicalNot);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000545
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000546 symbolTable.relateToOperator("matrixCompMult", EOpMul);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000547
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000548 symbolTable.relateToOperator("equal", EOpVectorEqual);
549 symbolTable.relateToOperator("notEqual", EOpVectorNotEqual);
550 symbolTable.relateToOperator("lessThan", EOpLessThan);
551 symbolTable.relateToOperator("greaterThan", EOpGreaterThan);
552 symbolTable.relateToOperator("lessThanEqual", EOpLessThanEqual);
553 symbolTable.relateToOperator("greaterThanEqual", EOpGreaterThanEqual);
554
555 symbolTable.relateToOperator("radians", EOpRadians);
556 symbolTable.relateToOperator("degrees", EOpDegrees);
557 symbolTable.relateToOperator("sin", EOpSin);
558 symbolTable.relateToOperator("cos", EOpCos);
559 symbolTable.relateToOperator("tan", EOpTan);
560 symbolTable.relateToOperator("asin", EOpAsin);
561 symbolTable.relateToOperator("acos", EOpAcos);
562 symbolTable.relateToOperator("atan", EOpAtan);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000563
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000564 symbolTable.relateToOperator("pow", EOpPow);
565 symbolTable.relateToOperator("exp2", EOpExp2);
566 symbolTable.relateToOperator("log", EOpLog);
567 symbolTable.relateToOperator("exp", EOpExp);
568 symbolTable.relateToOperator("log2", EOpLog2);
569 symbolTable.relateToOperator("sqrt", EOpSqrt);
570 symbolTable.relateToOperator("inversesqrt", EOpInverseSqrt);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000571
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000572 symbolTable.relateToOperator("abs", EOpAbs);
573 symbolTable.relateToOperator("sign", EOpSign);
574 symbolTable.relateToOperator("floor", EOpFloor);
575 symbolTable.relateToOperator("ceil", EOpCeil);
576 symbolTable.relateToOperator("fract", EOpFract);
577 symbolTable.relateToOperator("mod", EOpMod);
578 symbolTable.relateToOperator("min", EOpMin);
579 symbolTable.relateToOperator("max", EOpMax);
580 symbolTable.relateToOperator("clamp", EOpClamp);
581 symbolTable.relateToOperator("mix", EOpMix);
582 symbolTable.relateToOperator("step", EOpStep);
583 symbolTable.relateToOperator("smoothstep", EOpSmoothStep);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000584
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000585 symbolTable.relateToOperator("length", EOpLength);
586 symbolTable.relateToOperator("distance", EOpDistance);
587 symbolTable.relateToOperator("dot", EOpDot);
588 symbolTable.relateToOperator("cross", EOpCross);
589 symbolTable.relateToOperator("normalize", EOpNormalize);
590 symbolTable.relateToOperator("faceforward", EOpFaceForward);
591 symbolTable.relateToOperator("reflect", EOpReflect);
592 symbolTable.relateToOperator("refract", EOpRefract);
593
594 symbolTable.relateToOperator("any", EOpAny);
595 symbolTable.relateToOperator("all", EOpAll);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000596
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000597 switch(language)
598 {
599 case EShLangVertex:
600 break;
601 case EShLangFragment:
602 // symbolTable.relateToOperator("dFdx", EOpDPdx); // OES_standard_derivatives extension
603 // symbolTable.relateToOperator("dFdy", EOpDPdy); // OES_standard_derivatives extension
604 // symbolTable.relateToOperator("fwidth", EOpFwidth); // OES_standard_derivatives extension
605 break;
606 default: assert(false && "Language not supported");
607 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000608}
609
610void IdentifyBuiltIns(EShLanguage language, TSymbolTable& symbolTable, const TBuiltInResource &resources)
611{
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000612 //
613 // First, insert some special built-in variables that are not in
614 // the built-in header files.
615 //
616 switch(language) {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000617
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000618 case EShLangFragment: {
619 // Set up gl_FragData. The array size.
daniel@transgaming.coma5d76232010-05-17 09:58:47 +0000620 TType fragData(EbtFloat, EbpMedium, EvqFragColor, 4, false, true);
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000621 fragData.setArraySize(resources.maxDrawBuffers);
622 symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData"), fragData));
623 }
624 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000625
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000626 default: break;
627 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000628}
629
630const char* GetPreprocessorBuiltinString()
631{
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000632 static const char *PreprocessorBuiltinString = "";
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000633
daniel@transgaming.com0578f812010-05-17 09:58:39 +0000634 return PreprocessorBuiltinString;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000635}