Merge remote branch 'origin/master' into nvc0-new
[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 *const glsl_type::error_type = & glsl_type::_error_type;
31 const glsl_type *const glsl_type::void_type = & glsl_type::_void_type;
32
33 /** \name Core built-in types
34 *
35 * These types exist in all versions of GLSL.
36 */
37 /*@{*/
38
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,
56 "sampler2D"),
57 glsl_type(GL_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT,
58 "samplerCube"),
59 };
60
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];
71 /*@}*/
72
73 /** \name GLSL structures that have not been deprecated.
74 */
75 /*@{*/
76
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" },
81 };
82
83 const glsl_type glsl_type::builtin_structure_types[] = {
84 glsl_type(gl_DepthRangeParameters_fields,
85 Elements(gl_DepthRangeParameters_fields),
86 "gl_DepthRangeParameters"),
87 };
88 /*@}*/
89
90 /** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
91 */
92 /*@{*/
93
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" },
102 };
103
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" },
110 };
111
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" },
125 };
126
127 static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
128 { glsl_type::vec4_type, "ambient" },
129 };
130
131 static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
132 { glsl_type::vec4_type, "sceneColor" },
133 };
134
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" },
139 };
140
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" },
147 };
148
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),
167 "gl_LightProducts"),
168 glsl_type(gl_FogParameters_fields,
169 Elements(gl_FogParameters_fields),
170 "gl_FogParameters"),
171 };
172 /*@}*/
173
174 /** \name Types in GLSL 1.10 (but not GLSL ES 1.00)
175 */
176 /*@{*/
177 const glsl_type glsl_type::builtin_110_types[] = {
178 glsl_type(GL_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT,
179 "sampler1D"),
180 glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT,
181 "sampler1DShadow"),
182 glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT,
183 "sampler2DShadow"),
184 glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
185 "sampler3D"),
186 };
187 /*@}*/
188
189 /** \name Types added in GLSL 1.20
190 */
191 /*@{*/
192
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"),
200 };
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];
207 /*@}*/
208
209 /** \name Types added in GLSL 1.30
210 */
211 /*@{*/
212
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"),
218
219 /* 1D and 2D texture arrays - several of these are included only in
220 * builtin_EXT_texture_array_types.
221 */
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"),
230
231 /* cube shadow samplers */
232 glsl_type(GL_SAMPLER_CUBE_SHADOW,
233 GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
234
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"),
252 };
253
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];
258 /*@}*/
259
260 /** \name Sampler types added by GL_ARB_texture_rectangle
261 */
262 /*@{*/
263
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"),
269 };
270 /*@}*/
271
272 /** \name Sampler types added by GL_EXT_texture_array
273 */
274 /*@{*/
275
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"),
285 };
286 /*@}*/
287
288 /** \name Sampler types added by GL_EXT_texture_buffer_object
289 */
290 /*@{*/
291
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"),
299 };
300 /*@}*/