/* * 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. */ const glsl_type glsl_type::_error_type = glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, ""); const glsl_type glsl_type::_void_type = glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void"); const glsl_type glsl_type::_sampler3D_type = glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT, "sampler3D"); const glsl_type *const glsl_type::error_type = & glsl_type::_error_type; const glsl_type *const glsl_type::void_type = & glsl_type::_void_type; /** \name Core built-in types * * These types exist in all versions of GLSL. */ /*@{*/ const glsl_type glsl_type::builtin_core_types[] = { glsl_type(GL_BOOL, GLSL_TYPE_BOOL, 1, 1, "bool"), glsl_type(GL_BOOL_VEC2, GLSL_TYPE_BOOL, 2, 1, "bvec2"), glsl_type(GL_BOOL_VEC3, GLSL_TYPE_BOOL, 3, 1, "bvec3"), glsl_type(GL_BOOL_VEC4, GLSL_TYPE_BOOL, 4, 1, "bvec4"), glsl_type(GL_INT, GLSL_TYPE_INT, 1, 1, "int"), glsl_type(GL_INT_VEC2, GLSL_TYPE_INT, 2, 1, "ivec2"), glsl_type(GL_INT_VEC3, GLSL_TYPE_INT, 3, 1, "ivec3"), glsl_type(GL_INT_VEC4, GLSL_TYPE_INT, 4, 1, "ivec4"), glsl_type(GL_FLOAT, GLSL_TYPE_FLOAT, 1, 1, "float"), glsl_type(GL_FLOAT_VEC2, GLSL_TYPE_FLOAT, 2, 1, "vec2"), glsl_type(GL_FLOAT_VEC3, GLSL_TYPE_FLOAT, 3, 1, "vec3"), glsl_type(GL_FLOAT_VEC4, GLSL_TYPE_FLOAT, 4, 1, "vec4"), glsl_type(GL_FLOAT_MAT2, GLSL_TYPE_FLOAT, 2, 2, "mat2"), glsl_type(GL_FLOAT_MAT3, GLSL_TYPE_FLOAT, 3, 3, "mat3"), glsl_type(GL_FLOAT_MAT4, GLSL_TYPE_FLOAT, 4, 4, "mat4"), glsl_type(GL_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT, "sampler2D"), glsl_type(GL_SAMPLER_CUBE, 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" }, }; const glsl_type 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" }, }; const glsl_type 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 in GLSL 1.10 (but not GLSL ES 1.00) */ /*@{*/ const glsl_type glsl_type::builtin_110_types[] = { glsl_type(GL_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT, "sampler1D"), glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT, "sampler1DShadow"), glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT, "sampler2DShadow"), }; /*@}*/ /** \name Types added in GLSL 1.20 */ /*@{*/ const glsl_type glsl_type::builtin_120_types[] = { glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"), glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"), glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"), glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"), glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"), glsl_type(GL_FLOAT_MAT4x3, 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 */ /*@{*/ const glsl_type glsl_type::builtin_130_types[] = { glsl_type(GL_UNSIGNED_INT, GLSL_TYPE_UINT, 1, 1, "uint"), glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"), glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"), glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"), /* 1D and 2D texture arrays - several of these are included only in * builtin_EXT_texture_array_types. */ glsl_type(GL_INT_SAMPLER_1D_ARRAY, GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"), glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY, GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"), glsl_type(GL_INT_SAMPLER_2D_ARRAY, GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"), glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY, GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"), /* cube shadow samplers */ glsl_type(GL_SAMPLER_CUBE_SHADOW, GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"), /* signed and unsigned integer samplers */ glsl_type(GL_INT_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"), glsl_type(GL_UNSIGNED_INT_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"), glsl_type(GL_INT_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"), glsl_type(GL_UNSIGNED_INT_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"), glsl_type(GL_INT_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"), glsl_type(GL_UNSIGNED_INT_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"), glsl_type(GL_INT_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"), glsl_type(GL_INT_SAMPLER_CUBE, 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::uvec2_type = & builtin_130_types[1]; const glsl_type *const glsl_type::uvec3_type = & builtin_130_types[2]; const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3]; /*@}*/ /** \name Sampler types added by GL_ARB_texture_rectangle */ /*@{*/ const glsl_type glsl_type::builtin_ARB_texture_rectangle_types[] = { glsl_type(GL_SAMPLER_2D_RECT, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"), glsl_type(GL_SAMPLER_2D_RECT_SHADOW, GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"), }; /*@}*/ /** \name Sampler types added by GL_EXT_texture_array */ /*@{*/ const glsl_type glsl_type::builtin_EXT_texture_array_types[] = { glsl_type(GL_SAMPLER_1D_ARRAY, GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"), glsl_type(GL_SAMPLER_2D_ARRAY, GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"), glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"), glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"), }; /*@}*/ /** \name Sampler types added by GL_EXT_texture_buffer_object */ /*@{*/ const glsl_type glsl_type::builtin_EXT_texture_buffer_object_types[] = { glsl_type(GL_SAMPLER_BUFFER, GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"), glsl_type(GL_INT_SAMPLER_BUFFER, GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"), glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER, GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"), }; /*@}*/