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1901 | serge | 1 | /* |
2 | * Copyright © 2009 Intel Corporation |
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3 | * |
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4 | * Permission is hereby granted, free of charge, to any person obtaining a |
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5 | * copy of this software and associated documentation files (the "Software"), |
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6 | * to deal in the Software without restriction, including without limitation |
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7 | * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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8 | * and/or sell copies of the Software, and to permit persons to whom the |
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9 | * Software is furnished to do so, subject to the following conditions: |
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10 | * |
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11 | * The above copyright notice and this permission notice (including the next |
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12 | * paragraph) shall be included in all copies or substantial portions of the |
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13 | * Software. |
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14 | * |
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15 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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16 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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17 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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18 | * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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19 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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20 | * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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21 | * DEALINGS IN THE SOFTWARE. |
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22 | */ |
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23 | |||
24 | const glsl_type glsl_type::_error_type = |
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25 | glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, ""); |
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26 | |||
27 | const glsl_type glsl_type::_void_type = |
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28 | glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void"); |
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29 | |||
30 | const glsl_type *const glsl_type::error_type = & glsl_type::_error_type; |
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31 | const glsl_type *const glsl_type::void_type = & glsl_type::_void_type; |
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32 | |||
33 | /** \name Core built-in types |
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34 | * |
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35 | * These types exist in all versions of GLSL. |
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36 | */ |
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37 | /*@{*/ |
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38 | |||
39 | const glsl_type glsl_type::builtin_core_types[] = { |
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40 | glsl_type(GL_BOOL, GLSL_TYPE_BOOL, 1, 1, "bool"), |
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41 | glsl_type(GL_BOOL_VEC2, GLSL_TYPE_BOOL, 2, 1, "bvec2"), |
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42 | glsl_type(GL_BOOL_VEC3, GLSL_TYPE_BOOL, 3, 1, "bvec3"), |
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43 | glsl_type(GL_BOOL_VEC4, GLSL_TYPE_BOOL, 4, 1, "bvec4"), |
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44 | glsl_type(GL_INT, GLSL_TYPE_INT, 1, 1, "int"), |
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45 | glsl_type(GL_INT_VEC2, GLSL_TYPE_INT, 2, 1, "ivec2"), |
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46 | glsl_type(GL_INT_VEC3, GLSL_TYPE_INT, 3, 1, "ivec3"), |
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47 | glsl_type(GL_INT_VEC4, GLSL_TYPE_INT, 4, 1, "ivec4"), |
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48 | glsl_type(GL_FLOAT, GLSL_TYPE_FLOAT, 1, 1, "float"), |
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49 | glsl_type(GL_FLOAT_VEC2, GLSL_TYPE_FLOAT, 2, 1, "vec2"), |
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50 | glsl_type(GL_FLOAT_VEC3, GLSL_TYPE_FLOAT, 3, 1, "vec3"), |
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51 | glsl_type(GL_FLOAT_VEC4, GLSL_TYPE_FLOAT, 4, 1, "vec4"), |
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52 | glsl_type(GL_FLOAT_MAT2, GLSL_TYPE_FLOAT, 2, 2, "mat2"), |
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53 | glsl_type(GL_FLOAT_MAT3, GLSL_TYPE_FLOAT, 3, 3, "mat3"), |
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54 | glsl_type(GL_FLOAT_MAT4, GLSL_TYPE_FLOAT, 4, 4, "mat4"), |
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55 | glsl_type(GL_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT, |
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56 | "sampler2D"), |
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57 | glsl_type(GL_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT, |
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58 | "samplerCube"), |
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59 | }; |
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60 | |||
61 | const glsl_type *const glsl_type::bool_type = & builtin_core_types[0]; |
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62 | const glsl_type *const glsl_type::int_type = & builtin_core_types[4]; |
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63 | const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7]; |
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64 | const glsl_type *const glsl_type::float_type = & builtin_core_types[8]; |
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65 | const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9]; |
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66 | const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10]; |
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67 | const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11]; |
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68 | const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12]; |
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69 | const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13]; |
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70 | const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14]; |
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71 | /*@}*/ |
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72 | |||
73 | /** \name GLSL structures that have not been deprecated. |
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74 | */ |
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75 | /*@{*/ |
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76 | |||
77 | static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = { |
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78 | { glsl_type::float_type, "near" }, |
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79 | { glsl_type::float_type, "far" }, |
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80 | { glsl_type::float_type, "diff" }, |
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81 | }; |
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82 | |||
83 | const glsl_type glsl_type::builtin_structure_types[] = { |
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84 | glsl_type(gl_DepthRangeParameters_fields, |
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85 | Elements(gl_DepthRangeParameters_fields), |
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86 | "gl_DepthRangeParameters"), |
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87 | }; |
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88 | /*@}*/ |
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89 | |||
90 | /** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30 |
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91 | */ |
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92 | /*@{*/ |
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93 | |||
94 | static const struct glsl_struct_field gl_PointParameters_fields[] = { |
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95 | { glsl_type::float_type, "size" }, |
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96 | { glsl_type::float_type, "sizeMin" }, |
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97 | { glsl_type::float_type, "sizeMax" }, |
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98 | { glsl_type::float_type, "fadeThresholdSize" }, |
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99 | { glsl_type::float_type, "distanceConstantAttenuation" }, |
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100 | { glsl_type::float_type, "distanceLinearAttenuation" }, |
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101 | { glsl_type::float_type, "distanceQuadraticAttenuation" }, |
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102 | }; |
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103 | |||
104 | static const struct glsl_struct_field gl_MaterialParameters_fields[] = { |
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105 | { glsl_type::vec4_type, "emission" }, |
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106 | { glsl_type::vec4_type, "ambient" }, |
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107 | { glsl_type::vec4_type, "diffuse" }, |
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108 | { glsl_type::vec4_type, "specular" }, |
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109 | { glsl_type::float_type, "shininess" }, |
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110 | }; |
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111 | |||
112 | static const struct glsl_struct_field gl_LightSourceParameters_fields[] = { |
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113 | { glsl_type::vec4_type, "ambient" }, |
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114 | { glsl_type::vec4_type, "diffuse" }, |
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115 | { glsl_type::vec4_type, "specular" }, |
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116 | { glsl_type::vec4_type, "position" }, |
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117 | { glsl_type::vec4_type, "halfVector" }, |
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118 | { glsl_type::vec3_type, "spotDirection" }, |
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119 | { glsl_type::float_type, "spotExponent" }, |
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120 | { glsl_type::float_type, "spotCutoff" }, |
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121 | { glsl_type::float_type, "spotCosCutoff" }, |
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122 | { glsl_type::float_type, "constantAttenuation" }, |
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123 | { glsl_type::float_type, "linearAttenuation" }, |
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124 | { glsl_type::float_type, "quadraticAttenuation" }, |
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125 | }; |
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126 | |||
127 | static const struct glsl_struct_field gl_LightModelParameters_fields[] = { |
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128 | { glsl_type::vec4_type, "ambient" }, |
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129 | }; |
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130 | |||
131 | static const struct glsl_struct_field gl_LightModelProducts_fields[] = { |
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132 | { glsl_type::vec4_type, "sceneColor" }, |
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133 | }; |
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134 | |||
135 | static const struct glsl_struct_field gl_LightProducts_fields[] = { |
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136 | { glsl_type::vec4_type, "ambient" }, |
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137 | { glsl_type::vec4_type, "diffuse" }, |
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138 | { glsl_type::vec4_type, "specular" }, |
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139 | }; |
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140 | |||
141 | static const struct glsl_struct_field gl_FogParameters_fields[] = { |
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142 | { glsl_type::vec4_type, "color" }, |
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143 | { glsl_type::float_type, "density" }, |
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144 | { glsl_type::float_type, "start" }, |
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145 | { glsl_type::float_type, "end" }, |
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146 | { glsl_type::float_type, "scale" }, |
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147 | }; |
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148 | |||
149 | const glsl_type glsl_type::builtin_110_deprecated_structure_types[] = { |
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150 | glsl_type(gl_PointParameters_fields, |
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151 | Elements(gl_PointParameters_fields), |
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152 | "gl_PointParameters"), |
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153 | glsl_type(gl_MaterialParameters_fields, |
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154 | Elements(gl_MaterialParameters_fields), |
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155 | "gl_MaterialParameters"), |
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156 | glsl_type(gl_LightSourceParameters_fields, |
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157 | Elements(gl_LightSourceParameters_fields), |
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158 | "gl_LightSourceParameters"), |
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159 | glsl_type(gl_LightModelParameters_fields, |
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160 | Elements(gl_LightModelParameters_fields), |
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161 | "gl_LightModelParameters"), |
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162 | glsl_type(gl_LightModelProducts_fields, |
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163 | Elements(gl_LightModelProducts_fields), |
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164 | "gl_LightModelProducts"), |
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165 | glsl_type(gl_LightProducts_fields, |
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166 | Elements(gl_LightProducts_fields), |
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167 | "gl_LightProducts"), |
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168 | glsl_type(gl_FogParameters_fields, |
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169 | Elements(gl_FogParameters_fields), |
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170 | "gl_FogParameters"), |
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171 | }; |
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172 | /*@}*/ |
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173 | |||
174 | /** \name Types in GLSL 1.10 (but not GLSL ES 1.00) |
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175 | */ |
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176 | /*@{*/ |
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177 | const glsl_type glsl_type::builtin_110_types[] = { |
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178 | glsl_type(GL_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT, |
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179 | "sampler1D"), |
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180 | glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT, |
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181 | "sampler1DShadow"), |
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182 | glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT, |
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183 | "sampler2DShadow"), |
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184 | glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT, |
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185 | "sampler3D"), |
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186 | }; |
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187 | /*@}*/ |
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188 | |||
189 | /** \name Types added in GLSL 1.20 |
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190 | */ |
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191 | /*@{*/ |
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192 | |||
193 | const glsl_type glsl_type::builtin_120_types[] = { |
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194 | glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"), |
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195 | glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"), |
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196 | glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"), |
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197 | glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"), |
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198 | glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"), |
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199 | glsl_type(GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4, "mat4x3"), |
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200 | }; |
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201 | const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0]; |
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202 | const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1]; |
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203 | const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2]; |
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204 | const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3]; |
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205 | const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4]; |
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206 | const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5]; |
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207 | /*@}*/ |
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208 | |||
209 | /** \name Types added in GLSL 1.30 |
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210 | */ |
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211 | /*@{*/ |
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212 | |||
213 | const glsl_type glsl_type::builtin_130_types[] = { |
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214 | glsl_type(GL_UNSIGNED_INT, GLSL_TYPE_UINT, 1, 1, "uint"), |
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215 | glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"), |
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216 | glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"), |
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217 | glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"), |
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218 | |||
219 | /* 1D and 2D texture arrays - several of these are included only in |
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220 | * builtin_EXT_texture_array_types. |
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221 | */ |
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222 | glsl_type(GL_INT_SAMPLER_1D_ARRAY, |
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223 | GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"), |
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224 | glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY, |
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225 | GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"), |
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226 | glsl_type(GL_INT_SAMPLER_2D_ARRAY, |
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227 | GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"), |
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228 | glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY, |
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229 | GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"), |
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230 | |||
231 | /* cube shadow samplers */ |
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232 | glsl_type(GL_SAMPLER_CUBE_SHADOW, |
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233 | GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"), |
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234 | |||
235 | /* signed and unsigned integer samplers */ |
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236 | glsl_type(GL_INT_SAMPLER_1D, |
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237 | GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"), |
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238 | glsl_type(GL_UNSIGNED_INT_SAMPLER_1D, |
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239 | GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"), |
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240 | glsl_type(GL_INT_SAMPLER_2D, |
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241 | GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"), |
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242 | glsl_type(GL_UNSIGNED_INT_SAMPLER_2D, |
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243 | GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"), |
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244 | glsl_type(GL_INT_SAMPLER_3D, |
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245 | GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"), |
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246 | glsl_type(GL_UNSIGNED_INT_SAMPLER_3D, |
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247 | GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"), |
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248 | glsl_type(GL_INT_SAMPLER_CUBE, |
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249 | GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"), |
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250 | glsl_type(GL_INT_SAMPLER_CUBE, |
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251 | GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"), |
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252 | }; |
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253 | |||
254 | const glsl_type *const glsl_type::uint_type = & builtin_130_types[0]; |
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255 | const glsl_type *const glsl_type::uvec2_type = & builtin_130_types[1]; |
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256 | const glsl_type *const glsl_type::uvec3_type = & builtin_130_types[2]; |
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257 | const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3]; |
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258 | /*@}*/ |
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259 | |||
260 | /** \name Sampler types added by GL_ARB_texture_rectangle |
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261 | */ |
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262 | /*@{*/ |
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263 | |||
264 | const glsl_type glsl_type::builtin_ARB_texture_rectangle_types[] = { |
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265 | glsl_type(GL_SAMPLER_2D_RECT, |
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266 | GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"), |
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267 | glsl_type(GL_SAMPLER_2D_RECT_SHADOW, |
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268 | GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"), |
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269 | }; |
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270 | /*@}*/ |
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271 | |||
272 | /** \name Sampler types added by GL_EXT_texture_array |
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273 | */ |
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274 | /*@{*/ |
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275 | |||
276 | const glsl_type glsl_type::builtin_EXT_texture_array_types[] = { |
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277 | glsl_type(GL_SAMPLER_1D_ARRAY, |
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278 | GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"), |
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279 | glsl_type(GL_SAMPLER_2D_ARRAY, |
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280 | GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"), |
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281 | glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW, |
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282 | GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"), |
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283 | glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW, |
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284 | GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"), |
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285 | }; |
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286 | /*@}*/ |
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287 | |||
288 | /** \name Sampler types added by GL_EXT_texture_buffer_object |
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289 | */ |
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290 | /*@{*/ |
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291 | |||
292 | const glsl_type glsl_type::builtin_EXT_texture_buffer_object_types[] = { |
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293 | glsl_type(GL_SAMPLER_BUFFER, |
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294 | GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"), |
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295 | glsl_type(GL_INT_SAMPLER_BUFFER, |
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296 | GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"), |
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297 | glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER, |
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298 | GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"), |
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299 | }; |
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300 | /*@}*/ |