| /* |
| * 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. |
| */ |
| |
| const glsl_type glsl_type::_error_type = |
| glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, ""); |
| |
| const glsl_type glsl_type::_void_type = |
| glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void"); |
| |
| const glsl_type glsl_type::_sampler3D_type = |
| glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT, |
| "sampler3D"); |
| |
| const glsl_type *const glsl_type::error_type = & glsl_type::_error_type; |
| const glsl_type *const glsl_type::void_type = & glsl_type::_void_type; |
| |
| /** \name Core built-in types |
| * |
| * These types exist in all versions of GLSL. |
| */ |
| /*@{*/ |
| |
| const glsl_type glsl_type::builtin_core_types[] = { |
| glsl_type(GL_BOOL, GLSL_TYPE_BOOL, 1, 1, "bool"), |
| glsl_type(GL_BOOL_VEC2, GLSL_TYPE_BOOL, 2, 1, "bvec2"), |
| glsl_type(GL_BOOL_VEC3, GLSL_TYPE_BOOL, 3, 1, "bvec3"), |
| glsl_type(GL_BOOL_VEC4, GLSL_TYPE_BOOL, 4, 1, "bvec4"), |
| glsl_type(GL_INT, GLSL_TYPE_INT, 1, 1, "int"), |
| glsl_type(GL_INT_VEC2, GLSL_TYPE_INT, 2, 1, "ivec2"), |
| glsl_type(GL_INT_VEC3, GLSL_TYPE_INT, 3, 1, "ivec3"), |
| glsl_type(GL_INT_VEC4, GLSL_TYPE_INT, 4, 1, "ivec4"), |
| glsl_type(GL_FLOAT, GLSL_TYPE_FLOAT, 1, 1, "float"), |
| glsl_type(GL_FLOAT_VEC2, GLSL_TYPE_FLOAT, 2, 1, "vec2"), |
| glsl_type(GL_FLOAT_VEC3, GLSL_TYPE_FLOAT, 3, 1, "vec3"), |
| glsl_type(GL_FLOAT_VEC4, GLSL_TYPE_FLOAT, 4, 1, "vec4"), |
| glsl_type(GL_FLOAT_MAT2, GLSL_TYPE_FLOAT, 2, 2, "mat2"), |
| glsl_type(GL_FLOAT_MAT3, GLSL_TYPE_FLOAT, 3, 3, "mat3"), |
| glsl_type(GL_FLOAT_MAT4, GLSL_TYPE_FLOAT, 4, 4, "mat4"), |
| glsl_type(GL_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT, |
| "sampler2D"), |
| glsl_type(GL_SAMPLER_CUBE, 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::bvec2_type = & builtin_core_types[1]; |
| const glsl_type *const glsl_type::bvec3_type = & builtin_core_types[2]; |
| const glsl_type *const glsl_type::bvec4_type = & builtin_core_types[3]; |
| const glsl_type *const glsl_type::int_type = & builtin_core_types[4]; |
| const glsl_type *const glsl_type::ivec2_type = & builtin_core_types[5]; |
| const glsl_type *const glsl_type::ivec3_type = & builtin_core_types[6]; |
| const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7]; |
| 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" }, |
| }; |
| |
| const glsl_type 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" }, |
| }; |
| |
| const glsl_type 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 in GLSL 1.10 (but not GLSL ES 1.00) |
| */ |
| /*@{*/ |
| const glsl_type glsl_type::builtin_110_types[] = { |
| glsl_type(GL_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT, |
| "sampler1D"), |
| glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT, |
| "sampler1DShadow"), |
| glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT, |
| "sampler2DShadow"), |
| }; |
| /*@}*/ |
| |
| /** \name Types added in GLSL 1.20 |
| */ |
| /*@{*/ |
| |
| const glsl_type glsl_type::builtin_120_types[] = { |
| glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"), |
| glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"), |
| glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"), |
| glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"), |
| glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"), |
| glsl_type(GL_FLOAT_MAT4x3, 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 |
| */ |
| /*@{*/ |
| |
| const glsl_type glsl_type::builtin_130_types[] = { |
| glsl_type(GL_UNSIGNED_INT, GLSL_TYPE_UINT, 1, 1, "uint"), |
| glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"), |
| glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"), |
| glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"), |
| |
| /* 1D and 2D texture arrays - several of these are included only in |
| * builtin_EXT_texture_array_types. |
| */ |
| glsl_type(GL_INT_SAMPLER_1D_ARRAY, |
| GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"), |
| glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY, |
| GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"), |
| glsl_type(GL_INT_SAMPLER_2D_ARRAY, |
| GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"), |
| glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY, |
| GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"), |
| |
| /* cube shadow samplers */ |
| glsl_type(GL_SAMPLER_CUBE_SHADOW, |
| GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"), |
| |
| /* signed and unsigned integer samplers */ |
| glsl_type(GL_INT_SAMPLER_1D, |
| GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"), |
| glsl_type(GL_UNSIGNED_INT_SAMPLER_1D, |
| GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"), |
| glsl_type(GL_INT_SAMPLER_2D, |
| GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"), |
| glsl_type(GL_UNSIGNED_INT_SAMPLER_2D, |
| GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"), |
| glsl_type(GL_INT_SAMPLER_3D, |
| GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"), |
| glsl_type(GL_UNSIGNED_INT_SAMPLER_3D, |
| GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"), |
| glsl_type(GL_INT_SAMPLER_CUBE, |
| GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"), |
| glsl_type(GL_INT_SAMPLER_CUBE, |
| GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"), |
| }; |
| |
| const glsl_type *const glsl_type::uint_type = & builtin_130_types[0]; |
| const glsl_type *const glsl_type::uvec2_type = & builtin_130_types[1]; |
| const glsl_type *const glsl_type::uvec3_type = & builtin_130_types[2]; |
| const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3]; |
| /*@}*/ |
| |
| |
| /** \name Types added in GLSL 1.40 |
| */ |
| /*@{*/ |
| const glsl_type glsl_type::builtin_140_types[] = { |
| glsl_type(GL_INT_SAMPLER_2D_RECT, |
| GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT, "isampler2DRect"), |
| glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_RECT, |
| GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT, "usampler2DRect"), |
| }; |
| /*@}*/ |
| |
| /** \name Sampler types added by GL_ARB_texture_rectangle |
| */ |
| /*@{*/ |
| |
| const glsl_type glsl_type::builtin_ARB_texture_rectangle_types[] = { |
| glsl_type(GL_SAMPLER_2D_RECT, |
| GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"), |
| glsl_type(GL_SAMPLER_2D_RECT_SHADOW, |
| GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"), |
| }; |
| /*@}*/ |
| |
| /** \name Sampler types added by GL_EXT_texture_array |
| */ |
| /*@{*/ |
| |
| const glsl_type glsl_type::builtin_EXT_texture_array_types[] = { |
| glsl_type(GL_SAMPLER_1D_ARRAY, |
| GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"), |
| glsl_type(GL_SAMPLER_2D_ARRAY, |
| GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"), |
| glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW, |
| GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"), |
| glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW, |
| GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"), |
| }; |
| /*@}*/ |
| |
| /** \name Sampler types added by GL_EXT_texture_buffer_object |
| */ |
| /*@{*/ |
| |
| const glsl_type glsl_type::builtin_EXT_texture_buffer_object_types[] = { |
| glsl_type(GL_SAMPLER_BUFFER, |
| GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"), |
| glsl_type(GL_INT_SAMPLER_BUFFER, |
| GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"), |
| glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER, |
| GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"), |
| }; |
| /*@}*/ |
| |
| /** \name Sampler types added by GL_OES_EGL_image_external |
| */ |
| /*@{*/ |
| |
| const glsl_type glsl_type::builtin_OES_EGL_image_external_types[] = { |
| glsl_type(GL_SAMPLER_EXTERNAL_OES, |
| GLSL_SAMPLER_DIM_EXTERNAL, 0, 0, GLSL_TYPE_FLOAT, "samplerExternalOES"), |
| }; |
| /*@}*/ |