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authorEric Anholt <eric@anholt.net>2010-06-24 15:32:15 -0700
committerEric Anholt <eric@anholt.net>2010-06-24 15:36:00 -0700
commit29285882676388aacff123e8bdf025904abf8ea9 (patch)
treea830f72e7a5273d8fd1a7781ce7da7ae91b613ab /src/glsl/builtin_types.h
parent0ee7d80269bfab14683623b0c8fc12da43db8d78 (diff)
glsl2: Move the compiler to the subdirectory it will live in in Mesa.
Diffstat (limited to 'src/glsl/builtin_types.h')
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+/*
+ * Copyright © 2009 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+#ifndef Elements
+#define Elements(x) (sizeof(x)/sizeof(*(x)))
+#endif
+
+static const struct glsl_type _error_type =
+ glsl_type(GLSL_TYPE_ERROR, 0, 0, "");
+
+static const struct glsl_type void_type =
+ glsl_type(GLSL_TYPE_VOID, 0, 0, "void");
+
+const glsl_type *const glsl_type::error_type = & _error_type;
+
+/** \name Core built-in types
+ *
+ * These types exist in all versions of GLSL.
+ */
+/*@{*/
+
+static const struct glsl_type builtin_core_types[] = {
+ glsl_type( GLSL_TYPE_BOOL, 1, 1, "bool"),
+ glsl_type( GLSL_TYPE_BOOL, 2, 1, "bvec2"),
+ glsl_type( GLSL_TYPE_BOOL, 3, 1, "bvec3"),
+ glsl_type( GLSL_TYPE_BOOL, 4, 1, "bvec4"),
+ glsl_type( GLSL_TYPE_INT, 1, 1, "int"),
+ glsl_type( GLSL_TYPE_INT, 2, 1, "ivec2"),
+ glsl_type( GLSL_TYPE_INT, 3, 1, "ivec3"),
+ glsl_type( GLSL_TYPE_INT, 4, 1, "ivec4"),
+ glsl_type( GLSL_TYPE_FLOAT, 1, 1, "float"),
+ glsl_type( GLSL_TYPE_FLOAT, 2, 1, "vec2"),
+ glsl_type( GLSL_TYPE_FLOAT, 3, 1, "vec3"),
+ glsl_type( GLSL_TYPE_FLOAT, 4, 1, "vec4"),
+ glsl_type( GLSL_TYPE_FLOAT, 2, 2, "mat2"),
+ glsl_type( GLSL_TYPE_FLOAT, 3, 3, "mat3"),
+ glsl_type( GLSL_TYPE_FLOAT, 4, 4, "mat4"),
+ glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT, "sampler1D"),
+ glsl_type( GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT, "sampler1DShadow"),
+ glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT, "sampler2D"),
+ glsl_type( GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT, "sampler2DShadow"),
+ glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT, "sampler3D"),
+ glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT, "samplerCube"),
+};
+
+const glsl_type *const glsl_type::bool_type = & builtin_core_types[0];
+const glsl_type *const glsl_type::int_type = & builtin_core_types[4];
+const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7];
+const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
+const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9];
+const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10];
+const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11];
+const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12];
+const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13];
+const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14];
+/*@}*/
+
+/** \name GLSL structures that have not been deprecated.
+ */
+/*@{*/
+
+static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = {
+ { glsl_type::float_type, "near" },
+ { glsl_type::float_type, "far" },
+ { glsl_type::float_type, "diff" },
+};
+
+static const struct glsl_type builtin_structure_types[] = {
+ glsl_type(gl_DepthRangeParameters_fields,
+ Elements(gl_DepthRangeParameters_fields),
+ "gl_DepthRangeParameters"),
+};
+/*@}*/
+
+/** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
+ */
+/*@{*/
+
+static const struct glsl_struct_field gl_PointParameters_fields[] = {
+ { glsl_type::float_type, "size" },
+ { glsl_type::float_type, "sizeMin" },
+ { glsl_type::float_type, "sizeMax" },
+ { glsl_type::float_type, "fadeThresholdSize" },
+ { glsl_type::float_type, "distanceConstantAttenuation" },
+ { glsl_type::float_type, "distanceLinearAttenuation" },
+ { glsl_type::float_type, "distanceQuadraticAttenuation" },
+};
+
+static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
+ { glsl_type::vec4_type, "emission" },
+ { glsl_type::vec4_type, "ambient" },
+ { glsl_type::vec4_type, "diffuse" },
+ { glsl_type::vec4_type, "specular" },
+ { glsl_type::float_type, "shininess" },
+};
+
+static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
+ { glsl_type::vec4_type, "ambient" },
+ { glsl_type::vec4_type, "diffuse" },
+ { glsl_type::vec4_type, "specular" },
+ { glsl_type::vec4_type, "position" },
+ { glsl_type::vec4_type, "halfVector" },
+ { glsl_type::vec3_type, "spotDirection" },
+ { glsl_type::float_type, "spotExponent" },
+ { glsl_type::float_type, "spotCutoff" },
+ { glsl_type::float_type, "spotCosCutoff" },
+ { glsl_type::float_type, "constantAttenuation" },
+ { glsl_type::float_type, "linearAttenuation" },
+ { glsl_type::float_type, "quadraticAttenuation" },
+};
+
+static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
+ { glsl_type::vec4_type, "ambient" },
+};
+
+static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
+ { glsl_type::vec4_type, "sceneColor" },
+};
+
+static const struct glsl_struct_field gl_LightProducts_fields[] = {
+ { glsl_type::vec4_type, "ambient" },
+ { glsl_type::vec4_type, "diffuse" },
+ { glsl_type::vec4_type, "specular" },
+};
+
+static const struct glsl_struct_field gl_FogParameters_fields[] = {
+ { glsl_type::vec4_type, "color" },
+ { glsl_type::float_type, "density" },
+ { glsl_type::float_type, "start" },
+ { glsl_type::float_type, "end" },
+ { glsl_type::float_type, "scale" },
+};
+
+static const struct glsl_type builtin_110_deprecated_structure_types[] = {
+ glsl_type(gl_PointParameters_fields,
+ Elements(gl_PointParameters_fields),
+ "gl_PointParameters"),
+ glsl_type(gl_MaterialParameters_fields,
+ Elements(gl_MaterialParameters_fields),
+ "gl_MaterialParameters"),
+ glsl_type(gl_LightSourceParameters_fields,
+ Elements(gl_LightSourceParameters_fields),
+ "gl_LightSourceParameters"),
+ glsl_type(gl_LightModelParameters_fields,
+ Elements(gl_LightModelParameters_fields),
+ "gl_LightModelParameters"),
+ glsl_type(gl_LightModelProducts_fields,
+ Elements(gl_LightModelProducts_fields),
+ "gl_LightModelProducts"),
+ glsl_type(gl_LightProducts_fields,
+ Elements(gl_LightProducts_fields),
+ "gl_LightProducts"),
+ glsl_type(gl_FogParameters_fields,
+ Elements(gl_FogParameters_fields),
+ "gl_FogParameters"),
+};
+/*@}*/
+
+/** \name Types added in GLSL 1.20
+ */
+/*@{*/
+
+static const struct glsl_type builtin_120_types[] = {
+ glsl_type( GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
+ glsl_type( GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
+ glsl_type( GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
+ glsl_type( GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
+ glsl_type( GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
+ glsl_type( GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
+};
+const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];
+const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];
+const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];
+const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];
+const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];
+const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
+/*@}*/
+
+/** \name Types added in GLSL 1.30
+ */
+/*@{*/
+
+static const struct glsl_type builtin_130_types[] = {
+ glsl_type( GLSL_TYPE_UINT, 1, 1, "uint"),
+ glsl_type( GLSL_TYPE_UINT, 2, 1, "uvec2"),
+ glsl_type( GLSL_TYPE_UINT, 3, 1, "uvec3"),
+ glsl_type( GLSL_TYPE_UINT, 4, 1, "uvec4"),
+
+ /* 1D and 2D texture arrays */
+ glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
+ glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"),
+ glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"),
+ glsl_type( GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
+ glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
+ glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"),
+ glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"),
+ glsl_type( GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
+
+ /* cube shadow samplers */
+ glsl_type(GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
+
+ /* signed and unsigned integer samplers */
+ glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"),
+ glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"),
+ glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"),
+ glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"),
+ glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"),
+ glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"),
+ glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"),
+ glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"),
+};
+
+const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
+const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3];
+/*@}*/
+
+/** \name Sampler types added by GL_ARB_texture_rectangle
+ */
+/*@{*/
+
+static const struct glsl_type builtin_ARB_texture_rectangle_types[] = {
+ glsl_type(GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
+ glsl_type(GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
+};
+/*@}*/
+
+/** \name Sampler types added by GL_EXT_texture_array
+ */
+/*@{*/
+
+static const struct glsl_type builtin_EXT_texture_array_types[] = {
+ glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
+ glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
+ glsl_type( GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
+ glsl_type( GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
+};
+/*@}*/
+
+/** \name Sampler types added by GL_EXT_texture_buffer_object
+ */
+/*@{*/
+
+static const struct glsl_type builtin_EXT_texture_buffer_object_types[] = {
+ glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
+ glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"),
+ glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"),
+};
+/*@}*/