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