From 29285882676388aacff123e8bdf025904abf8ea9 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Thu, 24 Jun 2010 15:32:15 -0700 Subject: glsl2: Move the compiler to the subdirectory it will live in in Mesa. --- src/glsl/builtin_types.h | 268 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 268 insertions(+) create mode 100644 src/glsl/builtin_types.h (limited to 'src/glsl/builtin_types.h') diff --git a/src/glsl/builtin_types.h b/src/glsl/builtin_types.h new file mode 100644 index 0000000000..48202f5645 --- /dev/null +++ b/src/glsl/builtin_types.h @@ -0,0 +1,268 @@ +/* + * 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"), +}; +/*@}*/ -- cgit v1.2.3