glsl: initialise killed_all field.
[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::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
331 /** \name Sampler types added by GL_ARB_texture_cube_map_array
332 */
333 /*@{*/
334 const glsl_type glsl_type::builtin_ARB_texture_cube_map_array_types[] = {
335 glsl_type(GL_SAMPLER_CUBE_MAP_ARRAY,
336 GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_FLOAT, "samplerCubeArray"),
337 glsl_type(GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW,
338 GLSL_SAMPLER_DIM_CUBE, 1, 1, GLSL_TYPE_FLOAT, "samplerCubeArrayShadow"),
339 glsl_type(GL_INT_SAMPLER_CUBE_MAP_ARRAY,
340 GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_INT, "isamplerCubeArray"),
341 glsl_type(GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY,
342 GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_UINT, "usamplerCubeArray"),
343 };
344 /*@}*/