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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 glsl_type::_sampler3D_type =
     31    glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
     32 	     "sampler3D");
     33 
     34 const glsl_type *const glsl_type::error_type = & glsl_type::_error_type;
     35 const glsl_type *const glsl_type::void_type = & glsl_type::_void_type;
     36 
     37 /** \name Core built-in types
     38  *
     39  * These types exist in all versions of GLSL.
     40  */
     41 /*@{*/
     42 
     43 const glsl_type glsl_type::builtin_core_types[] = {
     44    glsl_type(GL_BOOL,         GLSL_TYPE_BOOL, 1, 1, "bool"),
     45    glsl_type(GL_BOOL_VEC2,    GLSL_TYPE_BOOL, 2, 1, "bvec2"),
     46    glsl_type(GL_BOOL_VEC3,    GLSL_TYPE_BOOL, 3, 1, "bvec3"),
     47    glsl_type(GL_BOOL_VEC4,    GLSL_TYPE_BOOL, 4, 1, "bvec4"),
     48    glsl_type(GL_INT,          GLSL_TYPE_INT, 1, 1, "int"),
     49    glsl_type(GL_INT_VEC2,     GLSL_TYPE_INT, 2, 1, "ivec2"),
     50    glsl_type(GL_INT_VEC3,     GLSL_TYPE_INT, 3, 1, "ivec3"),
     51    glsl_type(GL_INT_VEC4,     GLSL_TYPE_INT, 4, 1, "ivec4"),
     52    glsl_type(GL_FLOAT,        GLSL_TYPE_FLOAT, 1, 1, "float"),
     53    glsl_type(GL_FLOAT_VEC2,   GLSL_TYPE_FLOAT, 2, 1, "vec2"),
     54    glsl_type(GL_FLOAT_VEC3,   GLSL_TYPE_FLOAT, 3, 1, "vec3"),
     55    glsl_type(GL_FLOAT_VEC4,   GLSL_TYPE_FLOAT, 4, 1, "vec4"),
     56    glsl_type(GL_FLOAT_MAT2,   GLSL_TYPE_FLOAT, 2, 2, "mat2"),
     57    glsl_type(GL_FLOAT_MAT3,   GLSL_TYPE_FLOAT, 3, 3, "mat3"),
     58    glsl_type(GL_FLOAT_MAT4,   GLSL_TYPE_FLOAT, 4, 4, "mat4"),
     59    glsl_type(GL_SAMPLER_2D,   GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT,
     60 	     "sampler2D"),
     61    glsl_type(GL_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT,
     62 	     "samplerCube"),
     63 };
     64 
     65 const glsl_type *const glsl_type::bool_type  = & builtin_core_types[0];
     66 const glsl_type *const glsl_type::bvec2_type = & builtin_core_types[1];
     67 const glsl_type *const glsl_type::bvec3_type = & builtin_core_types[2];
     68 const glsl_type *const glsl_type::bvec4_type = & builtin_core_types[3];
     69 const glsl_type *const glsl_type::int_type   = & builtin_core_types[4];
     70 const glsl_type *const glsl_type::ivec2_type = & builtin_core_types[5];
     71 const glsl_type *const glsl_type::ivec3_type = & builtin_core_types[6];
     72 const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7];
     73 const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
     74 const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9];
     75 const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10];
     76 const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11];
     77 const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12];
     78 const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13];
     79 const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14];
     80 /*@}*/
     81 
     82 /** \name GLSL structures that have not been deprecated.
     83  */
     84 /*@{*/
     85 
     86 static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = {
     87    { glsl_type::float_type, "near" },
     88    { glsl_type::float_type, "far" },
     89    { glsl_type::float_type, "diff" },
     90 };
     91 
     92 const glsl_type glsl_type::builtin_structure_types[] = {
     93    glsl_type(gl_DepthRangeParameters_fields,
     94              Elements(gl_DepthRangeParameters_fields),
     95              "gl_DepthRangeParameters"),
     96 };
     97 /*@}*/
     98 
     99 /** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
    100  */
    101 /*@{*/
    102 
    103 static const struct glsl_struct_field gl_PointParameters_fields[] = {
    104    { glsl_type::float_type, "size" },
    105    { glsl_type::float_type, "sizeMin" },
    106    { glsl_type::float_type, "sizeMax" },
    107    { glsl_type::float_type, "fadeThresholdSize" },
    108    { glsl_type::float_type, "distanceConstantAttenuation" },
    109    { glsl_type::float_type, "distanceLinearAttenuation" },
    110    { glsl_type::float_type, "distanceQuadraticAttenuation" },
    111 };
    112 
    113 static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
    114    { glsl_type::vec4_type, "emission" },
    115    { glsl_type::vec4_type, "ambient" },
    116    { glsl_type::vec4_type, "diffuse" },
    117    { glsl_type::vec4_type, "specular" },
    118    { glsl_type::float_type, "shininess" },
    119 };
    120 
    121 static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
    122    { glsl_type::vec4_type, "ambient" },
    123    { glsl_type::vec4_type, "diffuse" },
    124    { glsl_type::vec4_type, "specular" },
    125    { glsl_type::vec4_type, "position" },
    126    { glsl_type::vec4_type, "halfVector" },
    127    { glsl_type::vec3_type, "spotDirection" },
    128    { glsl_type::float_type, "spotExponent" },
    129    { glsl_type::float_type, "spotCutoff" },
    130    { glsl_type::float_type, "spotCosCutoff" },
    131    { glsl_type::float_type, "constantAttenuation" },
    132    { glsl_type::float_type, "linearAttenuation" },
    133    { glsl_type::float_type, "quadraticAttenuation" },
    134 };
    135 
    136 static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
    137    { glsl_type::vec4_type, "ambient" },
    138 };
    139 
    140 static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
    141    { glsl_type::vec4_type, "sceneColor" },
    142 };
    143 
    144 static const struct glsl_struct_field gl_LightProducts_fields[] = {
    145    { glsl_type::vec4_type, "ambient" },
    146    { glsl_type::vec4_type, "diffuse" },
    147    { glsl_type::vec4_type, "specular" },
    148 };
    149 
    150 static const struct glsl_struct_field gl_FogParameters_fields[] = {
    151    { glsl_type::vec4_type, "color" },
    152    { glsl_type::float_type, "density" },
    153    { glsl_type::float_type, "start" },
    154    { glsl_type::float_type, "end" },
    155    { glsl_type::float_type, "scale" },
    156 };
    157 
    158 const glsl_type glsl_type::builtin_110_deprecated_structure_types[] = {
    159    glsl_type(gl_PointParameters_fields,
    160              Elements(gl_PointParameters_fields),
    161              "gl_PointParameters"),
    162    glsl_type(gl_MaterialParameters_fields,
    163              Elements(gl_MaterialParameters_fields),
    164              "gl_MaterialParameters"),
    165    glsl_type(gl_LightSourceParameters_fields,
    166              Elements(gl_LightSourceParameters_fields),
    167              "gl_LightSourceParameters"),
    168    glsl_type(gl_LightModelParameters_fields,
    169              Elements(gl_LightModelParameters_fields),
    170              "gl_LightModelParameters"),
    171    glsl_type(gl_LightModelProducts_fields,
    172              Elements(gl_LightModelProducts_fields),
    173              "gl_LightModelProducts"),
    174    glsl_type(gl_LightProducts_fields,
    175              Elements(gl_LightProducts_fields),
    176              "gl_LightProducts"),
    177    glsl_type(gl_FogParameters_fields,
    178              Elements(gl_FogParameters_fields),
    179              "gl_FogParameters"),
    180 };
    181 /*@}*/
    182 
    183 /** \name Types in GLSL 1.10 (but not GLSL ES 1.00)
    184  */
    185 /*@{*/
    186 const glsl_type glsl_type::builtin_110_types[] = {
    187    glsl_type(GL_SAMPLER_1D,   GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT,
    188 	     "sampler1D"),
    189    glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT,
    190 	     "sampler1DShadow"),
    191    glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT,
    192 	     "sampler2DShadow"),
    193 };
    194 /*@}*/
    195 
    196 /** \name Types added in GLSL 1.20
    197  */
    198 /*@{*/
    199 
    200 const glsl_type glsl_type::builtin_120_types[] = {
    201    glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
    202    glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
    203    glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
    204    glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
    205    glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
    206    glsl_type(GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
    207 };
    208 const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];
    209 const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];
    210 const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];
    211 const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];
    212 const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];
    213 const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
    214 /*@}*/
    215 
    216 /** \name Types added in GLSL 1.30
    217  */
    218 /*@{*/
    219 
    220 const glsl_type glsl_type::builtin_130_types[] = {
    221    glsl_type(GL_UNSIGNED_INT,      GLSL_TYPE_UINT, 1, 1, "uint"),
    222    glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"),
    223    glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"),
    224    glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"),
    225 
    226    /* 1D and 2D texture arrays - several of these are included only in
    227     * builtin_EXT_texture_array_types.
    228     */
    229    glsl_type(GL_INT_SAMPLER_1D_ARRAY,
    230 	     GLSL_SAMPLER_DIM_1D, 0, 1,   GLSL_TYPE_INT, "isampler1DArray"),
    231    glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,
    232 	     GLSL_SAMPLER_DIM_1D, 0, 1,  GLSL_TYPE_UINT, "usampler1DArray"),
    233    glsl_type(GL_INT_SAMPLER_2D_ARRAY,
    234 	     GLSL_SAMPLER_DIM_2D, 0, 1,   GLSL_TYPE_INT, "isampler2DArray"),
    235    glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,
    236 	     GLSL_SAMPLER_DIM_2D, 0, 1,  GLSL_TYPE_UINT, "usampler2DArray"),
    237 
    238    /* cube shadow samplers */
    239    glsl_type(GL_SAMPLER_CUBE_SHADOW,
    240 	     GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
    241 
    242    /* signed and unsigned integer samplers */
    243    glsl_type(GL_INT_SAMPLER_1D,
    244 	     GLSL_SAMPLER_DIM_1D, 0, 0,   GLSL_TYPE_INT, "isampler1D"),
    245    glsl_type(GL_UNSIGNED_INT_SAMPLER_1D,
    246 	     GLSL_SAMPLER_DIM_1D, 0, 0,  GLSL_TYPE_UINT, "usampler1D"),
    247    glsl_type(GL_INT_SAMPLER_2D,
    248 	     GLSL_SAMPLER_DIM_2D, 0, 0,   GLSL_TYPE_INT, "isampler2D"),
    249    glsl_type(GL_UNSIGNED_INT_SAMPLER_2D,
    250 	     GLSL_SAMPLER_DIM_2D, 0, 0,  GLSL_TYPE_UINT, "usampler2D"),
    251    glsl_type(GL_INT_SAMPLER_3D,
    252 	     GLSL_SAMPLER_DIM_3D, 0, 0,   GLSL_TYPE_INT, "isampler3D"),
    253    glsl_type(GL_UNSIGNED_INT_SAMPLER_3D,
    254 	     GLSL_SAMPLER_DIM_3D, 0, 0,  GLSL_TYPE_UINT, "usampler3D"),
    255    glsl_type(GL_INT_SAMPLER_CUBE,
    256 	     GLSL_SAMPLER_DIM_CUBE, 0, 0,   GLSL_TYPE_INT, "isamplerCube"),
    257    glsl_type(GL_INT_SAMPLER_CUBE,
    258 	     GLSL_SAMPLER_DIM_CUBE, 0, 0,  GLSL_TYPE_UINT, "usamplerCube"),
    259 };
    260 
    261 const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
    262 const glsl_type *const glsl_type::uvec2_type = & builtin_130_types[1];
    263 const glsl_type *const glsl_type::uvec3_type = & builtin_130_types[2];
    264 const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3];
    265 /*@}*/
    266 
    267 
    268 /** \name Types added in GLSL 1.40
    269  */
    270 /*@{*/
    271 const glsl_type glsl_type::builtin_140_types[] = {
    272    glsl_type(GL_INT_SAMPLER_2D_RECT,
    273 	     GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT, "isampler2DRect"),
    274    glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_RECT,
    275 	     GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT, "usampler2DRect"),
    276 };
    277 /*@}*/
    278 
    279 /** \name Sampler types added by GL_ARB_texture_rectangle
    280  */
    281 /*@{*/
    282 
    283 const glsl_type glsl_type::builtin_ARB_texture_rectangle_types[] = {
    284    glsl_type(GL_SAMPLER_2D_RECT,
    285 	     GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
    286    glsl_type(GL_SAMPLER_2D_RECT_SHADOW,
    287 	     GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
    288 };
    289 /*@}*/
    290 
    291 /** \name Sampler types added by GL_EXT_texture_array
    292  */
    293 /*@{*/
    294 
    295 const glsl_type glsl_type::builtin_EXT_texture_array_types[] = {
    296    glsl_type(GL_SAMPLER_1D_ARRAY,
    297 	     GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
    298    glsl_type(GL_SAMPLER_2D_ARRAY,
    299 	     GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
    300    glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
    301 	     GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
    302    glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
    303 	     GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
    304 };
    305 /*@}*/
    306 
    307 /** \name Sampler types added by GL_EXT_texture_buffer_object
    308  */
    309 /*@{*/
    310 
    311 const glsl_type glsl_type::builtin_EXT_texture_buffer_object_types[] = {
    312    glsl_type(GL_SAMPLER_BUFFER,
    313 	     GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
    314    glsl_type(GL_INT_SAMPLER_BUFFER,
    315 	     GLSL_SAMPLER_DIM_BUF, 0, 0,   GLSL_TYPE_INT, "isamplerBuffer"),
    316    glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER,
    317 	     GLSL_SAMPLER_DIM_BUF, 0, 0,  GLSL_TYPE_UINT, "usamplerBuffer"),
    318 };
    319 /*@}*/
    320 
    321 /** \name Sampler types added by GL_OES_EGL_image_external
    322  */
    323 /*@{*/
    324 
    325 const glsl_type glsl_type::builtin_OES_EGL_image_external_types[] = {
    326    glsl_type(GL_SAMPLER_EXTERNAL_OES,
    327 	     GLSL_SAMPLER_DIM_EXTERNAL, 0, 0, GLSL_TYPE_FLOAT, "samplerExternalOES"),
    328 };
    329 /*@}*/
    330