x11: add missing comma to fix compilation
[mesa.git] / src / glsl / builtin_types.h
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::int_type = & builtin_core_types[4];
67 const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7];
68 const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
69 const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9];
70 const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10];
71 const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11];
72 const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12];
73 const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13];
74 const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14];
75 /*@}*/
76
77 /** \name GLSL structures that have not been deprecated.
78 */
79 /*@{*/
80
81 static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = {
82 { glsl_type::float_type, "near" },
83 { glsl_type::float_type, "far" },
84 { glsl_type::float_type, "diff" },
85 };
86
87 const glsl_type glsl_type::builtin_structure_types[] = {
88 glsl_type(gl_DepthRangeParameters_fields,
89 Elements(gl_DepthRangeParameters_fields),
90 "gl_DepthRangeParameters"),
91 };
92 /*@}*/
93
94 /** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
95 */
96 /*@{*/
97
98 static const struct glsl_struct_field gl_PointParameters_fields[] = {
99 { glsl_type::float_type, "size" },
100 { glsl_type::float_type, "sizeMin" },
101 { glsl_type::float_type, "sizeMax" },
102 { glsl_type::float_type, "fadeThresholdSize" },
103 { glsl_type::float_type, "distanceConstantAttenuation" },
104 { glsl_type::float_type, "distanceLinearAttenuation" },
105 { glsl_type::float_type, "distanceQuadraticAttenuation" },
106 };
107
108 static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
109 { glsl_type::vec4_type, "emission" },
110 { glsl_type::vec4_type, "ambient" },
111 { glsl_type::vec4_type, "diffuse" },
112 { glsl_type::vec4_type, "specular" },
113 { glsl_type::float_type, "shininess" },
114 };
115
116 static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
117 { glsl_type::vec4_type, "ambient" },
118 { glsl_type::vec4_type, "diffuse" },
119 { glsl_type::vec4_type, "specular" },
120 { glsl_type::vec4_type, "position" },
121 { glsl_type::vec4_type, "halfVector" },
122 { glsl_type::vec3_type, "spotDirection" },
123 { glsl_type::float_type, "spotExponent" },
124 { glsl_type::float_type, "spotCutoff" },
125 { glsl_type::float_type, "spotCosCutoff" },
126 { glsl_type::float_type, "constantAttenuation" },
127 { glsl_type::float_type, "linearAttenuation" },
128 { glsl_type::float_type, "quadraticAttenuation" },
129 };
130
131 static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
132 { glsl_type::vec4_type, "ambient" },
133 };
134
135 static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
136 { glsl_type::vec4_type, "sceneColor" },
137 };
138
139 static const struct glsl_struct_field gl_LightProducts_fields[] = {
140 { glsl_type::vec4_type, "ambient" },
141 { glsl_type::vec4_type, "diffuse" },
142 { glsl_type::vec4_type, "specular" },
143 };
144
145 static const struct glsl_struct_field gl_FogParameters_fields[] = {
146 { glsl_type::vec4_type, "color" },
147 { glsl_type::float_type, "density" },
148 { glsl_type::float_type, "start" },
149 { glsl_type::float_type, "end" },
150 { glsl_type::float_type, "scale" },
151 };
152
153 const glsl_type glsl_type::builtin_110_deprecated_structure_types[] = {
154 glsl_type(gl_PointParameters_fields,
155 Elements(gl_PointParameters_fields),
156 "gl_PointParameters"),
157 glsl_type(gl_MaterialParameters_fields,
158 Elements(gl_MaterialParameters_fields),
159 "gl_MaterialParameters"),
160 glsl_type(gl_LightSourceParameters_fields,
161 Elements(gl_LightSourceParameters_fields),
162 "gl_LightSourceParameters"),
163 glsl_type(gl_LightModelParameters_fields,
164 Elements(gl_LightModelParameters_fields),
165 "gl_LightModelParameters"),
166 glsl_type(gl_LightModelProducts_fields,
167 Elements(gl_LightModelProducts_fields),
168 "gl_LightModelProducts"),
169 glsl_type(gl_LightProducts_fields,
170 Elements(gl_LightProducts_fields),
171 "gl_LightProducts"),
172 glsl_type(gl_FogParameters_fields,
173 Elements(gl_FogParameters_fields),
174 "gl_FogParameters"),
175 };
176 /*@}*/
177
178 /** \name Types in GLSL 1.10 (but not GLSL ES 1.00)
179 */
180 /*@{*/
181 const glsl_type glsl_type::builtin_110_types[] = {
182 glsl_type(GL_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT,
183 "sampler1D"),
184 glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT,
185 "sampler1DShadow"),
186 glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT,
187 "sampler2DShadow"),
188 };
189 /*@}*/
190
191 /** \name Types added in GLSL 1.20
192 */
193 /*@{*/
194
195 const glsl_type glsl_type::builtin_120_types[] = {
196 glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
197 glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
198 glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
199 glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
200 glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
201 glsl_type(GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
202 };
203 const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];
204 const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];
205 const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];
206 const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];
207 const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];
208 const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
209 /*@}*/
210
211 /** \name Types added in GLSL 1.30
212 */
213 /*@{*/
214
215 const glsl_type glsl_type::builtin_130_types[] = {
216 glsl_type(GL_UNSIGNED_INT, GLSL_TYPE_UINT, 1, 1, "uint"),
217 glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"),
218 glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"),
219 glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"),
220
221 /* 1D and 2D texture arrays - several of these are included only in
222 * builtin_EXT_texture_array_types.
223 */
224 glsl_type(GL_INT_SAMPLER_1D_ARRAY,
225 GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"),
226 glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,
227 GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"),
228 glsl_type(GL_INT_SAMPLER_2D_ARRAY,
229 GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"),
230 glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,
231 GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"),
232
233 /* cube shadow samplers */
234 glsl_type(GL_SAMPLER_CUBE_SHADOW,
235 GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
236
237 /* signed and unsigned integer samplers */
238 glsl_type(GL_INT_SAMPLER_1D,
239 GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"),
240 glsl_type(GL_UNSIGNED_INT_SAMPLER_1D,
241 GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"),
242 glsl_type(GL_INT_SAMPLER_2D,
243 GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"),
244 glsl_type(GL_UNSIGNED_INT_SAMPLER_2D,
245 GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"),
246 glsl_type(GL_INT_SAMPLER_3D,
247 GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"),
248 glsl_type(GL_UNSIGNED_INT_SAMPLER_3D,
249 GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"),
250 glsl_type(GL_INT_SAMPLER_CUBE,
251 GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"),
252 glsl_type(GL_INT_SAMPLER_CUBE,
253 GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"),
254 };
255
256 const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
257 const glsl_type *const glsl_type::uvec2_type = & builtin_130_types[1];
258 const glsl_type *const glsl_type::uvec3_type = & builtin_130_types[2];
259 const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3];
260 /*@}*/
261
262 /** \name Sampler types added by GL_ARB_texture_rectangle
263 */
264 /*@{*/
265
266 const glsl_type glsl_type::builtin_ARB_texture_rectangle_types[] = {
267 glsl_type(GL_SAMPLER_2D_RECT,
268 GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
269 glsl_type(GL_SAMPLER_2D_RECT_SHADOW,
270 GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
271 };
272 /*@}*/
273
274 /** \name Sampler types added by GL_EXT_texture_array
275 */
276 /*@{*/
277
278 const glsl_type glsl_type::builtin_EXT_texture_array_types[] = {
279 glsl_type(GL_SAMPLER_1D_ARRAY,
280 GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
281 glsl_type(GL_SAMPLER_2D_ARRAY,
282 GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
283 glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
284 GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
285 glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
286 GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
287 };
288 /*@}*/
289
290 /** \name Sampler types added by GL_EXT_texture_buffer_object
291 */
292 /*@{*/
293
294 const glsl_type glsl_type::builtin_EXT_texture_buffer_object_types[] = {
295 glsl_type(GL_SAMPLER_BUFFER,
296 GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
297 glsl_type(GL_INT_SAMPLER_BUFFER,
298 GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"),
299 glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER,
300 GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"),
301 };
302 /*@}*/