mesa/builtin_types.h

255 lines
10 KiB
C

/*
* 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::vec2_type = & builtin_core_types[9];
const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10];
const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11];
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[] = {
{ glsl_type::float_type, "near" },
{ glsl_type::float_type, "far" },
{ glsl_type::float_type, "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[] = {
{ glsl_type::float_type, "size" },
{ glsl_type::float_type, "sizeMin" },
{ glsl_type::float_type, "sizeMax" },
{ glsl_type::float_type, "fadeThresholdSize" },
{ glsl_type::float_type, "distanceConstantAttenuation" },
{ glsl_type::float_type, "distanceLinearAttenuation" },
{ glsl_type::float_type, "distanceQuadraticAttenuation" },
};
static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
{ glsl_type::vec4_type, "emission" },
{ glsl_type::vec4_type, "ambient" },
{ glsl_type::vec4_type, "diffuse" },
{ glsl_type::vec4_type, "specular" },
{ glsl_type::float_type, "shininess" },
};
static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
{ glsl_type::vec4_type, "ambient" },
{ glsl_type::vec4_type, "diffuse" },
{ glsl_type::vec4_type, "specular" },
{ glsl_type::vec4_type, "position" },
{ glsl_type::vec4_type, "halfVector" },
{ glsl_type::vec3_type, "spotDirection" },
{ glsl_type::float_type, "spotExponent" },
{ glsl_type::float_type, "spotCutoff" },
{ glsl_type::float_type, "spotCosCutoff" },
{ glsl_type::float_type, "constantAttenuation" },
{ glsl_type::float_type, "linearAttenuation" },
{ glsl_type::float_type, "quadraticAttenuation" },
};
static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
{ glsl_type::vec4_type, "ambient" },
};
static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
{ glsl_type::vec4_type, "sceneColor" },
};
static const struct glsl_struct_field gl_LightProducts_fields[] = {
{ glsl_type::vec4_type, "ambient" },
{ glsl_type::vec4_type, "diffuse" },
{ glsl_type::vec4_type, "specular" },
};
static const struct glsl_struct_field gl_FogParameters_fields[] = {
{ glsl_type::vec4_type, "color" },
{ glsl_type::float_type, "density" },
{ glsl_type::float_type, "start" },
{ glsl_type::float_type, "end" },
{ glsl_type::float_type, "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"),
};
/*@}*/