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
*const glsl_type::error_type
= & glsl_type::_error_type
;
31 const glsl_type
*const glsl_type::void_type
= & glsl_type::_void_type
;
33 /** \name Core built-in types
35 * These types exist in all versions of GLSL.
39 const glsl_type
glsl_type::builtin_core_types
[] = {
40 glsl_type(GL_BOOL
, GLSL_TYPE_BOOL
, 1, 1, "bool"),
41 glsl_type(GL_BOOL_VEC2
, GLSL_TYPE_BOOL
, 2, 1, "bvec2"),
42 glsl_type(GL_BOOL_VEC3
, GLSL_TYPE_BOOL
, 3, 1, "bvec3"),
43 glsl_type(GL_BOOL_VEC4
, GLSL_TYPE_BOOL
, 4, 1, "bvec4"),
44 glsl_type(GL_INT
, GLSL_TYPE_INT
, 1, 1, "int"),
45 glsl_type(GL_INT_VEC2
, GLSL_TYPE_INT
, 2, 1, "ivec2"),
46 glsl_type(GL_INT_VEC3
, GLSL_TYPE_INT
, 3, 1, "ivec3"),
47 glsl_type(GL_INT_VEC4
, GLSL_TYPE_INT
, 4, 1, "ivec4"),
48 glsl_type(GL_FLOAT
, GLSL_TYPE_FLOAT
, 1, 1, "float"),
49 glsl_type(GL_FLOAT_VEC2
, GLSL_TYPE_FLOAT
, 2, 1, "vec2"),
50 glsl_type(GL_FLOAT_VEC3
, GLSL_TYPE_FLOAT
, 3, 1, "vec3"),
51 glsl_type(GL_FLOAT_VEC4
, GLSL_TYPE_FLOAT
, 4, 1, "vec4"),
52 glsl_type(GL_FLOAT_MAT2
, GLSL_TYPE_FLOAT
, 2, 2, "mat2"),
53 glsl_type(GL_FLOAT_MAT3
, GLSL_TYPE_FLOAT
, 3, 3, "mat3"),
54 glsl_type(GL_FLOAT_MAT4
, GLSL_TYPE_FLOAT
, 4, 4, "mat4"),
55 glsl_type(GL_SAMPLER_2D
, GLSL_SAMPLER_DIM_2D
, 0, 0, GLSL_TYPE_FLOAT
,
57 glsl_type(GL_SAMPLER_CUBE
, GLSL_SAMPLER_DIM_CUBE
, 0, 0, GLSL_TYPE_FLOAT
,
61 const glsl_type
*const glsl_type::bool_type
= & builtin_core_types
[0];
62 const glsl_type
*const glsl_type::int_type
= & builtin_core_types
[4];
63 const glsl_type
*const glsl_type::ivec4_type
= & builtin_core_types
[7];
64 const glsl_type
*const glsl_type::float_type
= & builtin_core_types
[8];
65 const glsl_type
*const glsl_type::vec2_type
= & builtin_core_types
[9];
66 const glsl_type
*const glsl_type::vec3_type
= & builtin_core_types
[10];
67 const glsl_type
*const glsl_type::vec4_type
= & builtin_core_types
[11];
68 const glsl_type
*const glsl_type::mat2_type
= & builtin_core_types
[12];
69 const glsl_type
*const glsl_type::mat3_type
= & builtin_core_types
[13];
70 const glsl_type
*const glsl_type::mat4_type
= & builtin_core_types
[14];
73 /** \name GLSL structures that have not been deprecated.
77 static const struct glsl_struct_field gl_DepthRangeParameters_fields
[] = {
78 { glsl_type::float_type
, "near" },
79 { glsl_type::float_type
, "far" },
80 { glsl_type::float_type
, "diff" },
83 const glsl_type
glsl_type::builtin_structure_types
[] = {
84 glsl_type(gl_DepthRangeParameters_fields
,
85 Elements(gl_DepthRangeParameters_fields
),
86 "gl_DepthRangeParameters"),
90 /** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
94 static const struct glsl_struct_field gl_PointParameters_fields
[] = {
95 { glsl_type::float_type
, "size" },
96 { glsl_type::float_type
, "sizeMin" },
97 { glsl_type::float_type
, "sizeMax" },
98 { glsl_type::float_type
, "fadeThresholdSize" },
99 { glsl_type::float_type
, "distanceConstantAttenuation" },
100 { glsl_type::float_type
, "distanceLinearAttenuation" },
101 { glsl_type::float_type
, "distanceQuadraticAttenuation" },
104 static const struct glsl_struct_field gl_MaterialParameters_fields
[] = {
105 { glsl_type::vec4_type
, "emission" },
106 { glsl_type::vec4_type
, "ambient" },
107 { glsl_type::vec4_type
, "diffuse" },
108 { glsl_type::vec4_type
, "specular" },
109 { glsl_type::float_type
, "shininess" },
112 static const struct glsl_struct_field gl_LightSourceParameters_fields
[] = {
113 { glsl_type::vec4_type
, "ambient" },
114 { glsl_type::vec4_type
, "diffuse" },
115 { glsl_type::vec4_type
, "specular" },
116 { glsl_type::vec4_type
, "position" },
117 { glsl_type::vec4_type
, "halfVector" },
118 { glsl_type::vec3_type
, "spotDirection" },
119 { glsl_type::float_type
, "spotExponent" },
120 { glsl_type::float_type
, "spotCutoff" },
121 { glsl_type::float_type
, "spotCosCutoff" },
122 { glsl_type::float_type
, "constantAttenuation" },
123 { glsl_type::float_type
, "linearAttenuation" },
124 { glsl_type::float_type
, "quadraticAttenuation" },
127 static const struct glsl_struct_field gl_LightModelParameters_fields
[] = {
128 { glsl_type::vec4_type
, "ambient" },
131 static const struct glsl_struct_field gl_LightModelProducts_fields
[] = {
132 { glsl_type::vec4_type
, "sceneColor" },
135 static const struct glsl_struct_field gl_LightProducts_fields
[] = {
136 { glsl_type::vec4_type
, "ambient" },
137 { glsl_type::vec4_type
, "diffuse" },
138 { glsl_type::vec4_type
, "specular" },
141 static const struct glsl_struct_field gl_FogParameters_fields
[] = {
142 { glsl_type::vec4_type
, "color" },
143 { glsl_type::float_type
, "density" },
144 { glsl_type::float_type
, "start" },
145 { glsl_type::float_type
, "end" },
146 { glsl_type::float_type
, "scale" },
149 const glsl_type
glsl_type::builtin_110_deprecated_structure_types
[] = {
150 glsl_type(gl_PointParameters_fields
,
151 Elements(gl_PointParameters_fields
),
152 "gl_PointParameters"),
153 glsl_type(gl_MaterialParameters_fields
,
154 Elements(gl_MaterialParameters_fields
),
155 "gl_MaterialParameters"),
156 glsl_type(gl_LightSourceParameters_fields
,
157 Elements(gl_LightSourceParameters_fields
),
158 "gl_LightSourceParameters"),
159 glsl_type(gl_LightModelParameters_fields
,
160 Elements(gl_LightModelParameters_fields
),
161 "gl_LightModelParameters"),
162 glsl_type(gl_LightModelProducts_fields
,
163 Elements(gl_LightModelProducts_fields
),
164 "gl_LightModelProducts"),
165 glsl_type(gl_LightProducts_fields
,
166 Elements(gl_LightProducts_fields
),
168 glsl_type(gl_FogParameters_fields
,
169 Elements(gl_FogParameters_fields
),
174 /** \name Types in GLSL 1.10 (but not GLSL ES 1.00)
177 const glsl_type
glsl_type::builtin_110_types
[] = {
178 glsl_type(GL_SAMPLER_1D
, GLSL_SAMPLER_DIM_1D
, 0, 0, GLSL_TYPE_FLOAT
,
180 glsl_type(GL_SAMPLER_1D_SHADOW
, GLSL_SAMPLER_DIM_1D
, 1, 0, GLSL_TYPE_FLOAT
,
182 glsl_type(GL_SAMPLER_2D_SHADOW
, GLSL_SAMPLER_DIM_2D
, 1, 0, GLSL_TYPE_FLOAT
,
184 glsl_type(GL_SAMPLER_3D
, GLSL_SAMPLER_DIM_3D
, 0, 0, GLSL_TYPE_FLOAT
,
189 /** \name Types added in GLSL 1.20
193 const glsl_type
glsl_type::builtin_120_types
[] = {
194 glsl_type(GL_FLOAT_MAT2x3
, GLSL_TYPE_FLOAT
, 3, 2, "mat2x3"),
195 glsl_type(GL_FLOAT_MAT2x4
, GLSL_TYPE_FLOAT
, 4, 2, "mat2x4"),
196 glsl_type(GL_FLOAT_MAT3x2
, GLSL_TYPE_FLOAT
, 2, 3, "mat3x2"),
197 glsl_type(GL_FLOAT_MAT3x4
, GLSL_TYPE_FLOAT
, 4, 3, "mat3x4"),
198 glsl_type(GL_FLOAT_MAT4x2
, GLSL_TYPE_FLOAT
, 2, 4, "mat4x2"),
199 glsl_type(GL_FLOAT_MAT4x3
, GLSL_TYPE_FLOAT
, 3, 4, "mat4x3"),
201 const glsl_type
*const glsl_type::mat2x3_type
= & builtin_120_types
[0];
202 const glsl_type
*const glsl_type::mat2x4_type
= & builtin_120_types
[1];
203 const glsl_type
*const glsl_type::mat3x2_type
= & builtin_120_types
[2];
204 const glsl_type
*const glsl_type::mat3x4_type
= & builtin_120_types
[3];
205 const glsl_type
*const glsl_type::mat4x2_type
= & builtin_120_types
[4];
206 const glsl_type
*const glsl_type::mat4x3_type
= & builtin_120_types
[5];
209 /** \name Types added in GLSL 1.30
213 const glsl_type
glsl_type::builtin_130_types
[] = {
214 glsl_type(GL_UNSIGNED_INT
, GLSL_TYPE_UINT
, 1, 1, "uint"),
215 glsl_type(GL_UNSIGNED_INT_VEC2
, GLSL_TYPE_UINT
, 2, 1, "uvec2"),
216 glsl_type(GL_UNSIGNED_INT_VEC3
, GLSL_TYPE_UINT
, 3, 1, "uvec3"),
217 glsl_type(GL_UNSIGNED_INT_VEC4
, GLSL_TYPE_UINT
, 4, 1, "uvec4"),
219 /* 1D and 2D texture arrays - several of these are included only in
220 * builtin_EXT_texture_array_types.
222 glsl_type(GL_INT_SAMPLER_1D_ARRAY
,
223 GLSL_SAMPLER_DIM_1D
, 0, 1, GLSL_TYPE_INT
, "isampler1DArray"),
224 glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY
,
225 GLSL_SAMPLER_DIM_1D
, 0, 1, GLSL_TYPE_UINT
, "usampler1DArray"),
226 glsl_type(GL_INT_SAMPLER_2D_ARRAY
,
227 GLSL_SAMPLER_DIM_2D
, 0, 1, GLSL_TYPE_INT
, "isampler2DArray"),
228 glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY
,
229 GLSL_SAMPLER_DIM_2D
, 0, 1, GLSL_TYPE_UINT
, "usampler2DArray"),
231 /* cube shadow samplers */
232 glsl_type(GL_SAMPLER_CUBE_SHADOW
,
233 GLSL_SAMPLER_DIM_CUBE
, 1, 0, GLSL_TYPE_FLOAT
, "samplerCubeShadow"),
235 /* signed and unsigned integer samplers */
236 glsl_type(GL_INT_SAMPLER_1D
,
237 GLSL_SAMPLER_DIM_1D
, 0, 0, GLSL_TYPE_INT
, "isampler1D"),
238 glsl_type(GL_UNSIGNED_INT_SAMPLER_1D
,
239 GLSL_SAMPLER_DIM_1D
, 0, 0, GLSL_TYPE_UINT
, "usampler1D"),
240 glsl_type(GL_INT_SAMPLER_2D
,
241 GLSL_SAMPLER_DIM_2D
, 0, 0, GLSL_TYPE_INT
, "isampler2D"),
242 glsl_type(GL_UNSIGNED_INT_SAMPLER_2D
,
243 GLSL_SAMPLER_DIM_2D
, 0, 0, GLSL_TYPE_UINT
, "usampler2D"),
244 glsl_type(GL_INT_SAMPLER_3D
,
245 GLSL_SAMPLER_DIM_3D
, 0, 0, GLSL_TYPE_INT
, "isampler3D"),
246 glsl_type(GL_UNSIGNED_INT_SAMPLER_3D
,
247 GLSL_SAMPLER_DIM_3D
, 0, 0, GLSL_TYPE_UINT
, "usampler3D"),
248 glsl_type(GL_INT_SAMPLER_CUBE
,
249 GLSL_SAMPLER_DIM_CUBE
, 0, 0, GLSL_TYPE_INT
, "isamplerCube"),
250 glsl_type(GL_INT_SAMPLER_CUBE
,
251 GLSL_SAMPLER_DIM_CUBE
, 0, 0, GLSL_TYPE_UINT
, "usamplerCube"),
254 const glsl_type
*const glsl_type::uint_type
= & builtin_130_types
[0];
255 const glsl_type
*const glsl_type::uvec2_type
= & builtin_130_types
[1];
256 const glsl_type
*const glsl_type::uvec3_type
= & builtin_130_types
[2];
257 const glsl_type
*const glsl_type::uvec4_type
= & builtin_130_types
[3];
260 /** \name Sampler types added by GL_ARB_texture_rectangle
264 const glsl_type
glsl_type::builtin_ARB_texture_rectangle_types
[] = {
265 glsl_type(GL_SAMPLER_2D_RECT
,
266 GLSL_SAMPLER_DIM_RECT
, 0, 0, GLSL_TYPE_FLOAT
, "sampler2DRect"),
267 glsl_type(GL_SAMPLER_2D_RECT_SHADOW
,
268 GLSL_SAMPLER_DIM_RECT
, 1, 0, GLSL_TYPE_FLOAT
, "sampler2DRectShadow"),
272 /** \name Sampler types added by GL_EXT_texture_array
276 const glsl_type
glsl_type::builtin_EXT_texture_array_types
[] = {
277 glsl_type(GL_SAMPLER_1D_ARRAY
,
278 GLSL_SAMPLER_DIM_1D
, 0, 1, GLSL_TYPE_FLOAT
, "sampler1DArray"),
279 glsl_type(GL_SAMPLER_2D_ARRAY
,
280 GLSL_SAMPLER_DIM_2D
, 0, 1, GLSL_TYPE_FLOAT
, "sampler2DArray"),
281 glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW
,
282 GLSL_SAMPLER_DIM_1D
, 1, 1, GLSL_TYPE_FLOAT
, "sampler1DArrayShadow"),
283 glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW
,
284 GLSL_SAMPLER_DIM_2D
, 1, 1, GLSL_TYPE_FLOAT
, "sampler2DArrayShadow"),
288 /** \name Sampler types added by GL_EXT_texture_buffer_object
292 const glsl_type
glsl_type::builtin_EXT_texture_buffer_object_types
[] = {
293 glsl_type(GL_SAMPLER_BUFFER
,
294 GLSL_SAMPLER_DIM_BUF
, 0, 0, GLSL_TYPE_FLOAT
, "samplerBuffer"),
295 glsl_type(GL_INT_SAMPLER_BUFFER
,
296 GLSL_SAMPLER_DIM_BUF
, 0, 0, GLSL_TYPE_INT
, "isamplerBuffer"),
297 glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER
,
298 GLSL_SAMPLER_DIM_BUF
, 0, 0, GLSL_TYPE_UINT
, "usamplerBuffer"),