2 * Copyright © 2009 Intel Corporation
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:
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
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.
24 const glsl_type
glsl_type::_error_type
=
25 glsl_type(GL_INVALID_ENUM
, GLSL_TYPE_ERROR
, 0, 0, "");
27 const glsl_type
glsl_type::_void_type
=
28 glsl_type(GL_INVALID_ENUM
, GLSL_TYPE_VOID
, 0, 0, "void");
30 const glsl_type
glsl_type::_sampler3D_type
=
31 glsl_type(GL_SAMPLER_3D
, GLSL_SAMPLER_DIM_3D
, 0, 0, GLSL_TYPE_FLOAT
,
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
;
37 /** \name Core built-in types
39 * These types exist in all versions of GLSL.
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
,
61 glsl_type(GL_SAMPLER_CUBE
, GLSL_SAMPLER_DIM_CUBE
, 0, 0, GLSL_TYPE_FLOAT
,
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];
82 /** \name GLSL structures that have not been deprecated.
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" },
92 const glsl_type
glsl_type::builtin_structure_types
[] = {
93 glsl_type(gl_DepthRangeParameters_fields
,
94 Elements(gl_DepthRangeParameters_fields
),
95 "gl_DepthRangeParameters"),
99 /** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
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" },
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" },
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" },
136 static const struct glsl_struct_field gl_LightModelParameters_fields
[] = {
137 { glsl_type::vec4_type
, "ambient" },
140 static const struct glsl_struct_field gl_LightModelProducts_fields
[] = {
141 { glsl_type::vec4_type
, "sceneColor" },
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" },
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" },
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
),
177 glsl_type(gl_FogParameters_fields
,
178 Elements(gl_FogParameters_fields
),
183 /** \name Types in GLSL 1.10 (but not GLSL ES 1.00)
186 const glsl_type
glsl_type::builtin_110_types
[] = {
187 glsl_type(GL_SAMPLER_1D
, GLSL_SAMPLER_DIM_1D
, 0, 0, GLSL_TYPE_FLOAT
,
189 glsl_type(GL_SAMPLER_1D_SHADOW
, GLSL_SAMPLER_DIM_1D
, 1, 0, GLSL_TYPE_FLOAT
,
191 glsl_type(GL_SAMPLER_2D_SHADOW
, GLSL_SAMPLER_DIM_2D
, 1, 0, GLSL_TYPE_FLOAT
,
196 /** \name Types added in GLSL 1.20
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"),
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];
216 /** \name Types added in GLSL 1.30
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"),
226 /* 1D and 2D texture arrays - several of these are included only in
227 * builtin_EXT_texture_array_types.
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"),
238 /* cube shadow samplers */
239 glsl_type(GL_SAMPLER_CUBE_SHADOW
,
240 GLSL_SAMPLER_DIM_CUBE
, 1, 0, GLSL_TYPE_FLOAT
, "samplerCubeShadow"),
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"),
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];
268 /** \name Types added in GLSL 1.40
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"),
279 /** \name Sampler types added by GL_ARB_texture_rectangle
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"),
291 /** \name Sampler types added by GL_EXT_texture_array
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"),
307 /** \name Sampler types added by GL_EXT_texture_buffer_object
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"),
321 /** \name Sampler types added by GL_OES_EGL_image_external
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"),