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  1. /*
  2.  * Copyright © 2009 Intel Corporation
  3.  *
  4.  * Permission is hereby granted, free of charge, to any person obtaining a
  5.  * 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,
  8.  * 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
  12.  * 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
  16.  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17.  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  18.  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19.  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20.  * 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" },
  99.    { 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. /*@}*/
  301.