Replace builtin_types.h generation with the generated output.

The script to generate it was longer and more obfuscated than the output.
This commit is contained in:
Eric Anholt 2010-04-23 13:24:20 -07:00 committed by Ian Romanick
parent 82ad90f8cf
commit 8d3e59f1f3
4 changed files with 255 additions and 354 deletions

1
.gitignore vendored
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@ -14,7 +14,6 @@ stamp-h1
Makefile
*.o
*~
builtin_types.h
glsl_lexer.cpp
glsl_parser.output
glsl_parser.cpp

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@ -23,7 +23,9 @@
AUTOMAKE_OPTIONS = foreign
bin_PROGRAMS = glsl
glsl_SOURCES = symbol_table.c hash_table.c glsl_types.cpp \
glsl_SOURCES = \
builtin_types.h \
symbol_table.c hash_table.c glsl_types.cpp \
glsl_parser.ypp glsl_lexer.lpp glsl_parser_extras.cpp \
ast_expr.cpp ast_to_hir.cpp ast_function.cpp ast_type.cpp \
ir.cpp hir_field_selection.cpp builtin_function.cpp \
@ -35,13 +37,10 @@ glsl_SOURCES = symbol_table.c hash_table.c glsl_types.cpp \
ir_function_inlining.cpp \
ir_if_simplification.cpp
BUILT_SOURCES = glsl_parser.h builtin_types.h glsl_parser.cpp glsl_lexer.cpp
BUILT_SOURCES = glsl_parser.h glsl_parser.cpp glsl_lexer.cpp
CLEANFILES = $(BUILT_SOURCES)
glsl_parser.h: glsl_parser.cpp
.lpp.cpp:
$(LEXCOMPILE) --outfile="$@" $<
builtin_types.h: builtin_types.sh
bash ./builtin_types.sh > builtin_types.h

251
builtin_types.h Normal file
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@ -0,0 +1,251 @@
/*
* 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.
*/
#ifndef Elements
#define Elements(x) (sizeof(x)/sizeof(*(x)))
#endif
static const struct glsl_type _error_type =
glsl_type(GLSL_TYPE_ERROR, 0, 0, "");
static const struct glsl_type void_type =
glsl_type(GLSL_TYPE_VOID, 0, 0, "void");
const glsl_type *const glsl_type::error_type = & _error_type;
/** \name Core built-in types
*
* These types exist in all versions of GLSL.
*/
/*@{*/
static const struct glsl_type builtin_core_types[] = {
glsl_type( GLSL_TYPE_BOOL, 1, 1, "bool"),
glsl_type( GLSL_TYPE_BOOL, 2, 1, "bvec2"),
glsl_type( GLSL_TYPE_BOOL, 3, 1, "bvec3"),
glsl_type( GLSL_TYPE_BOOL, 4, 1, "bvec4"),
glsl_type( GLSL_TYPE_INT, 1, 1, "int"),
glsl_type( GLSL_TYPE_INT, 2, 1, "ivec2"),
glsl_type( GLSL_TYPE_INT, 3, 1, "ivec3"),
glsl_type( GLSL_TYPE_INT, 4, 1, "ivec4"),
glsl_type( GLSL_TYPE_FLOAT, 1, 1, "float"),
glsl_type( GLSL_TYPE_FLOAT, 2, 1, "vec2"),
glsl_type( GLSL_TYPE_FLOAT, 3, 1, "vec3"),
glsl_type( GLSL_TYPE_FLOAT, 4, 1, "vec4"),
glsl_type( GLSL_TYPE_FLOAT, 2, 2, "mat2"),
glsl_type( GLSL_TYPE_FLOAT, 3, 3, "mat3"),
glsl_type( GLSL_TYPE_FLOAT, 4, 4, "mat4"),
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT, "sampler1D"),
glsl_type( GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT, "sampler1DShadow"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT, "sampler2D"),
glsl_type( GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT, "sampler2DShadow"),
glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT, "sampler3D"),
glsl_type(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::float_type = & builtin_core_types[8];
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[] = {
{ & builtin_core_types[ 8], "near" },
{ & builtin_core_types[ 8], "far" },
{ & builtin_core_types[ 8], "diff" },
};
static const struct 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[] = {
{ & builtin_core_types[ 8], "size" },
{ & builtin_core_types[ 8], "sizeMin" },
{ & builtin_core_types[ 8], "sizeMax" },
{ & builtin_core_types[ 8], "fadeThresholdSize" },
{ & builtin_core_types[ 8], "distanceConstantAttenuation" },
{ & builtin_core_types[ 8], "distanceLinearAttenuation" },
{ & builtin_core_types[ 8], "distanceQuadraticAttenuation" },
};
static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
{ & builtin_core_types[11], "emission" },
{ & builtin_core_types[11], "ambient" },
{ & builtin_core_types[11], "diffuse" },
{ & builtin_core_types[11], "specular" },
{ & builtin_core_types[ 8], "shininess" },
};
static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
{ & builtin_core_types[11], "ambient" },
{ & builtin_core_types[11], "diffuse" },
{ & builtin_core_types[11], "specular" },
{ & builtin_core_types[11], "position" },
{ & builtin_core_types[11], "halfVector" },
{ & builtin_core_types[10], "spotDirection" },
{ & builtin_core_types[ 8], "spotExponent" },
{ & builtin_core_types[ 8], "spotCutoff" },
{ & builtin_core_types[ 8], "spotCosCutoff" },
{ & builtin_core_types[ 8], "constantAttenuation" },
{ & builtin_core_types[ 8], "linearAttenuation" },
{ & builtin_core_types[ 8], "quadraticAttenuation" },
};
static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
{ & builtin_core_types[11], "ambient" },
};
static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
{ & builtin_core_types[11], "sceneColor" },
};
static const struct glsl_struct_field gl_LightProducts_fields[] = {
{ & builtin_core_types[11], "ambient" },
{ & builtin_core_types[11], "diffuse" },
{ & builtin_core_types[11], "specular" },
};
static const struct glsl_struct_field gl_FogParameters_fields[] = {
{ & builtin_core_types[11], "color" },
{ & builtin_core_types[ 8], "density" },
{ & builtin_core_types[ 8], "start" },
{ & builtin_core_types[ 8], "end" },
{ & builtin_core_types[ 8], "scale" },
};
static const struct 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 added in GLSL 1.20
*/
/*@{*/
static const struct glsl_type builtin_120_types[] = {
glsl_type( GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
glsl_type( GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
glsl_type( GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
glsl_type( GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
glsl_type( GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
glsl_type( 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
*/
/*@{*/
static const struct glsl_type builtin_130_types[] = {
glsl_type( GLSL_TYPE_UINT, 1, 1, "uint"),
glsl_type( GLSL_TYPE_UINT, 2, 1, "uvec2"),
glsl_type( GLSL_TYPE_UINT, 3, 1, "uvec3"),
glsl_type( GLSL_TYPE_UINT, 4, 1, "uvec4"),
/* 1D and 2D texture arrays */
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"),
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"),
glsl_type( GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"),
glsl_type( GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
/* cube shadow samplers */
glsl_type(GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
/* signed and unsigned integer samplers */
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"),
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"),
glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"),
glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"),
glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"),
glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"),
};
const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
/*@}*/
/** \name Sampler types added by GL_ARB_texture_rectangle
*/
/*@{*/
static const struct glsl_type builtin_ARB_texture_rectangle_types[] = {
glsl_type(GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
glsl_type(GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
};
/*@}*/
/** \name Sampler types added by GL_EXT_texture_buffer_object
*/
/*@{*/
static const struct glsl_type builtin_EXT_texture_buffer_object_types[] = {
glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"),
glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"),
};
/*@}*/

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@ -1,348 +0,0 @@
#!/bin/sh
#
# 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.
# gen_integral_type <name> <base_type> <vector elements> <matrix rows>
function gen_integral_type
{
printf ' glsl_type( %17s, %u, %u, "%s"),\n' $2 $3 $4 $1
index=$((index + 1))
}
# gen_struct_type <name>
function gen_struct_type
{
elements=$(printf "%s_fields" $1)
printf ' glsl_type(%s,\n Elements(%s),\n "%s"),\n' \
$elements $elements $1
}
# gen_sampler_type <name> <dimensions> <shadow> <array> <type>
function gen_sampler_type
{
name=$(printf "sampler%s" $1)
if [ $4 -eq 1 ]; then
name=$(printf "%sArray" $name)
fi
if [ $3 -eq 1 ]; then
name=$(printf "%sShadow" $name)
fi
if [ $5 == GLSL_TYPE_INT ]; then
name=$(printf "i%s" $name)
elif [ $5 == GLSL_TYPE_UINT ]; then
name=$(printf "u%s" $name)
fi
printf ' glsl_type(%21s, %u, %u, %15s, "%s"),\n' \
$2 $3 $4 $5 $name
}
function gen_header
{
if [ x$1 == x ]; then
name="builtin_types"
else
name="builtin_${1}_types"
fi
printf "\nstatic const struct glsl_type %s[] = {\n" $name
}
function gen_footer
{
printf "};\n"
}
function gen_struct_field_header
{
printf "\nstatic const struct glsl_struct_field %s_fields[] = {\n" $1
}
function gen_struct_field_footer
{
printf "};\n"
}
function gen_struct_field
{
printf ' { & %s[%2u], "%s" },\n' $1 $2 "$3"
}
cat <<EOF
/* THIS FILE IS AUTOMATICALLY GENERATED. DO NOT EDIT! See builtin_types.sh. */
/*
* Copyright © 2009 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#ifndef Elements
#define Elements(x) (sizeof(x)/sizeof(*(x)))
#endif
static const struct glsl_type _error_type =
glsl_type(GLSL_TYPE_ERROR, 0, 0, "");
static const struct glsl_type void_type =
glsl_type(GLSL_TYPE_VOID, 0, 0, "void");
const glsl_type *const glsl_type::error_type = & _error_type;
EOF
echo '/** \name Core built-in types'
echo ' *'
echo ' * These types exist in all versions of GLSL.'
echo ' */'
echo '/*@{*/'
gen_header "core"
index=0;
bool_index=$index
gen_integral_type "bool" "GLSL_TYPE_BOOL" 1 1
for i in 2 3 4; do
gen_integral_type "bvec$i" "GLSL_TYPE_BOOL" $i 1
done
int_index=$index
gen_integral_type "int" "GLSL_TYPE_INT" 1 1
for i in 2 3 4; do
gen_integral_type "ivec$i" "GLSL_TYPE_INT" $i 1
done
float_index=$index
gen_integral_type "float" "GLSL_TYPE_FLOAT" 1 1
for i in 2 3 4; do
gen_integral_type "vec$i" "GLSL_TYPE_FLOAT" $i 1
done
matX_index=$index
for i in 2 3 4; do
gen_integral_type "mat$i" "GLSL_TYPE_FLOAT" $i $i
done
for i in "1D" "2D"; do
gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 0 0 "GLSL_TYPE_FLOAT"
gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 1 0 "GLSL_TYPE_FLOAT"
done
gen_sampler_type "3D" "GLSL_SAMPLER_DIM_3D" 0 0 "GLSL_TYPE_FLOAT"
gen_sampler_type "Cube" "GLSL_SAMPLER_DIM_CUBE" 0 0 "GLSL_TYPE_FLOAT"
gen_footer
echo
echo 'const glsl_type *const glsl_type::bool_type = & builtin_core_types['$bool_index'];'
echo 'const glsl_type *const glsl_type::int_type = & builtin_core_types['$int_index'];'
echo 'const glsl_type *const glsl_type::float_type = & builtin_core_types['$float_index'];'
echo 'const glsl_type *const glsl_type::mat2_type = & builtin_core_types['$(($matX_index + 0))'];'
echo 'const glsl_type *const glsl_type::mat3_type = & builtin_core_types['$(($matX_index + 1))'];'
echo 'const glsl_type *const glsl_type::mat4_type = & builtin_core_types['$(($matX_index + 2))'];'
echo '/*@}*/'
echo
echo '/** \name GLSL structures that have not been deprecated.'
echo ' */'
echo '/*@{*/'
gen_struct_field_header gl_DepthRangeParameters
gen_struct_field builtin_core_types 8 "near"
gen_struct_field builtin_core_types 8 "far"
gen_struct_field builtin_core_types 8 "diff"
gen_struct_field_footer
gen_header "structure"
gen_struct_type gl_DepthRangeParameters
gen_footer
echo '/*@}*/'
echo
echo '/** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30'
echo ' */'
echo '/*@{*/'
gen_struct_field_header gl_PointParameters
gen_struct_field builtin_core_types 8 "size"
gen_struct_field builtin_core_types 8 "sizeMin"
gen_struct_field builtin_core_types 8 "sizeMax"
gen_struct_field builtin_core_types 8 "fadeThresholdSize"
gen_struct_field builtin_core_types 8 "distanceConstantAttenuation"
gen_struct_field builtin_core_types 8 "distanceLinearAttenuation"
gen_struct_field builtin_core_types 8 "distanceQuadraticAttenuation"
gen_struct_field_footer
gen_struct_field_header gl_MaterialParameters
gen_struct_field builtin_core_types 11 "emission"
gen_struct_field builtin_core_types 11 "ambient"
gen_struct_field builtin_core_types 11 "diffuse"
gen_struct_field builtin_core_types 11 "specular"
gen_struct_field builtin_core_types 8 "shininess"
gen_struct_field_footer
gen_struct_field_header gl_LightSourceParameters
gen_struct_field builtin_core_types 11 "ambient"
gen_struct_field builtin_core_types 11 "diffuse"
gen_struct_field builtin_core_types 11 "specular"
gen_struct_field builtin_core_types 11 "position"
gen_struct_field builtin_core_types 11 "halfVector"
gen_struct_field builtin_core_types 10 "spotDirection"
gen_struct_field builtin_core_types 8 "spotExponent"
gen_struct_field builtin_core_types 8 "spotCutoff"
gen_struct_field builtin_core_types 8 "spotCosCutoff"
gen_struct_field builtin_core_types 8 "constantAttenuation"
gen_struct_field builtin_core_types 8 "linearAttenuation"
gen_struct_field builtin_core_types 8 "quadraticAttenuation"
gen_struct_field_footer
gen_struct_field_header gl_LightModelParameters
gen_struct_field builtin_core_types 11 "ambient"
gen_struct_field_footer
gen_struct_field_header gl_LightModelProducts
gen_struct_field builtin_core_types 11 "sceneColor"
gen_struct_field_footer
gen_struct_field_header gl_LightProducts
gen_struct_field builtin_core_types 11 "ambient"
gen_struct_field builtin_core_types 11 "diffuse"
gen_struct_field builtin_core_types 11 "specular"
gen_struct_field_footer
gen_struct_field_header gl_FogParameters
gen_struct_field builtin_core_types 11 "color"
gen_struct_field builtin_core_types 8 "density"
gen_struct_field builtin_core_types 8 "start"
gen_struct_field builtin_core_types 8 "end"
gen_struct_field builtin_core_types 8 "scale"
gen_struct_field_footer
gen_header "110_deprecated_structure"
gen_struct_type gl_PointParameters
gen_struct_type gl_MaterialParameters
gen_struct_type gl_LightSourceParameters
gen_struct_type gl_LightModelParameters
gen_struct_type gl_LightModelProducts
gen_struct_type gl_LightProducts
gen_struct_type gl_FogParameters
gen_footer
echo '/*@}*/'
echo
echo '/** \name Types added in GLSL 1.20'
echo ' */'
echo '/*@{*/'
gen_header "120"
for c in 2 3 4; do
for r in 2 3 4; do
if [ $c -ne $r ]; then
gen_integral_type "mat${c}x${r}" "GLSL_TYPE_FLOAT" $r $c
fi
done
done
gen_footer
echo 'const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];'
echo 'const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];'
echo 'const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];'
echo 'const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];'
echo 'const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];'
echo 'const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];'
echo '/*@}*/'
echo
echo '/** \name Types added in GLSL 1.30'
echo ' */'
echo '/*@{*/'
gen_header "130"
index=0;
uint_index=$index
gen_integral_type "uint" "GLSL_TYPE_UINT" 1 1
for i in 2 3 4; do
gen_integral_type "uvec$i" "GLSL_TYPE_UINT" $i 1
done
echo
echo " /* 1D and 2D texture arrays */"
for i in "1D" "2D"; do
gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 0 1 "GLSL_TYPE_FLOAT"
gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 0 1 "GLSL_TYPE_INT"
gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 0 1 "GLSL_TYPE_UINT"
gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 1 1 "GLSL_TYPE_FLOAT"
done
echo
echo " /* cube shadow samplers */"
gen_sampler_type "Cube" "GLSL_SAMPLER_DIM_CUBE" 1 0 "GLSL_TYPE_FLOAT"
echo
echo " /* signed and unsigned integer samplers */"
for i in "1D" "2D" "3D"; do
gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 0 0 "GLSL_TYPE_INT"
gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 0 0 "GLSL_TYPE_UINT"
done
gen_sampler_type "Cube" "GLSL_SAMPLER_DIM_CUBE" 0 0 "GLSL_TYPE_INT"
gen_sampler_type "Cube" "GLSL_SAMPLER_DIM_CUBE" 0 0 "GLSL_TYPE_UINT"
gen_footer
echo ''
echo 'const glsl_type *const glsl_type::uint_type = & builtin_130_types['$uint_index'];'
echo '/*@}*/'
echo
echo '/** \name Sampler types added by GL_ARB_texture_rectangle'
echo ' */'
echo '/*@{*/'
gen_header "ARB_texture_rectangle"
gen_sampler_type "2DRect" "GLSL_SAMPLER_DIM_RECT" 0 0 "GLSL_TYPE_FLOAT"
gen_sampler_type "2DRect" "GLSL_SAMPLER_DIM_RECT" 1 0 "GLSL_TYPE_FLOAT"
gen_footer
echo '/*@}*/'
echo
echo '/** \name Sampler types added by GL_EXT_texture_buffer_object'
echo ' */'
echo '/*@{*/'
gen_header "EXT_texture_buffer_object"
gen_sampler_type "Buffer" "GLSL_SAMPLER_DIM_BUF" 0 0 "GLSL_TYPE_FLOAT"
gen_sampler_type "Buffer" "GLSL_SAMPLER_DIM_BUF" 0 0 "GLSL_TYPE_INT"
gen_sampler_type "Buffer" "GLSL_SAMPLER_DIM_BUF" 0 0 "GLSL_TYPE_UINT"
gen_footer
echo '/*@}*/'