Merge branch 'glsl2-head' into glsl2
[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 #ifndef Elements
25 #define Elements(x) (sizeof(x)/sizeof(*(x)))
26 #endif
27
28 static const struct glsl_type _error_type =
29 glsl_type(GLSL_TYPE_ERROR, 0, 0, "");
30
31 static const struct glsl_type void_type =
32 glsl_type(GLSL_TYPE_VOID, 0, 0, "void");
33
34 const glsl_type *const glsl_type::error_type = & _error_type;
35
36 /** \name Core built-in types
37 *
38 * These types exist in all versions of GLSL.
39 */
40 /*@{*/
41
42 static const struct glsl_type builtin_core_types[] = {
43 glsl_type( GLSL_TYPE_BOOL, 1, 1, "bool"),
44 glsl_type( GLSL_TYPE_BOOL, 2, 1, "bvec2"),
45 glsl_type( GLSL_TYPE_BOOL, 3, 1, "bvec3"),
46 glsl_type( GLSL_TYPE_BOOL, 4, 1, "bvec4"),
47 glsl_type( GLSL_TYPE_INT, 1, 1, "int"),
48 glsl_type( GLSL_TYPE_INT, 2, 1, "ivec2"),
49 glsl_type( GLSL_TYPE_INT, 3, 1, "ivec3"),
50 glsl_type( GLSL_TYPE_INT, 4, 1, "ivec4"),
51 glsl_type( GLSL_TYPE_FLOAT, 1, 1, "float"),
52 glsl_type( GLSL_TYPE_FLOAT, 2, 1, "vec2"),
53 glsl_type( GLSL_TYPE_FLOAT, 3, 1, "vec3"),
54 glsl_type( GLSL_TYPE_FLOAT, 4, 1, "vec4"),
55 glsl_type( GLSL_TYPE_FLOAT, 2, 2, "mat2"),
56 glsl_type( GLSL_TYPE_FLOAT, 3, 3, "mat3"),
57 glsl_type( GLSL_TYPE_FLOAT, 4, 4, "mat4"),
58 glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT, "sampler1D"),
59 glsl_type( GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT, "sampler1DShadow"),
60 glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT, "sampler2D"),
61 glsl_type( GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT, "sampler2DShadow"),
62 glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT, "sampler3D"),
63 glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT, "samplerCube"),
64 };
65
66 const glsl_type *const glsl_type::bool_type = & builtin_core_types[0];
67 const glsl_type *const glsl_type::int_type = & builtin_core_types[4];
68 const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7];
69 const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
70 const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9];
71 const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10];
72 const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11];
73 const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12];
74 const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13];
75 const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14];
76 /*@}*/
77
78 /** \name GLSL structures that have not been deprecated.
79 */
80 /*@{*/
81
82 static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = {
83 { glsl_type::float_type, "near" },
84 { glsl_type::float_type, "far" },
85 { glsl_type::float_type, "diff" },
86 };
87
88 static const struct glsl_type builtin_structure_types[] = {
89 glsl_type(gl_DepthRangeParameters_fields,
90 Elements(gl_DepthRangeParameters_fields),
91 "gl_DepthRangeParameters"),
92 };
93 /*@}*/
94
95 /** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
96 */
97 /*@{*/
98
99 static const struct glsl_struct_field gl_PointParameters_fields[] = {
100 { glsl_type::float_type, "size" },
101 { glsl_type::float_type, "sizeMin" },
102 { glsl_type::float_type, "sizeMax" },
103 { glsl_type::float_type, "fadeThresholdSize" },
104 { glsl_type::float_type, "distanceConstantAttenuation" },
105 { glsl_type::float_type, "distanceLinearAttenuation" },
106 { glsl_type::float_type, "distanceQuadraticAttenuation" },
107 };
108
109 static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
110 { glsl_type::vec4_type, "emission" },
111 { glsl_type::vec4_type, "ambient" },
112 { glsl_type::vec4_type, "diffuse" },
113 { glsl_type::vec4_type, "specular" },
114 { glsl_type::float_type, "shininess" },
115 };
116
117 static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
118 { glsl_type::vec4_type, "ambient" },
119 { glsl_type::vec4_type, "diffuse" },
120 { glsl_type::vec4_type, "specular" },
121 { glsl_type::vec4_type, "position" },
122 { glsl_type::vec4_type, "halfVector" },
123 { glsl_type::vec3_type, "spotDirection" },
124 { glsl_type::float_type, "spotExponent" },
125 { glsl_type::float_type, "spotCutoff" },
126 { glsl_type::float_type, "spotCosCutoff" },
127 { glsl_type::float_type, "constantAttenuation" },
128 { glsl_type::float_type, "linearAttenuation" },
129 { glsl_type::float_type, "quadraticAttenuation" },
130 };
131
132 static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
133 { glsl_type::vec4_type, "ambient" },
134 };
135
136 static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
137 { glsl_type::vec4_type, "sceneColor" },
138 };
139
140 static const struct glsl_struct_field gl_LightProducts_fields[] = {
141 { glsl_type::vec4_type, "ambient" },
142 { glsl_type::vec4_type, "diffuse" },
143 { glsl_type::vec4_type, "specular" },
144 };
145
146 static const struct glsl_struct_field gl_FogParameters_fields[] = {
147 { glsl_type::vec4_type, "color" },
148 { glsl_type::float_type, "density" },
149 { glsl_type::float_type, "start" },
150 { glsl_type::float_type, "end" },
151 { glsl_type::float_type, "scale" },
152 };
153
154 static const struct glsl_type builtin_110_deprecated_structure_types[] = {
155 glsl_type(gl_PointParameters_fields,
156 Elements(gl_PointParameters_fields),
157 "gl_PointParameters"),
158 glsl_type(gl_MaterialParameters_fields,
159 Elements(gl_MaterialParameters_fields),
160 "gl_MaterialParameters"),
161 glsl_type(gl_LightSourceParameters_fields,
162 Elements(gl_LightSourceParameters_fields),
163 "gl_LightSourceParameters"),
164 glsl_type(gl_LightModelParameters_fields,
165 Elements(gl_LightModelParameters_fields),
166 "gl_LightModelParameters"),
167 glsl_type(gl_LightModelProducts_fields,
168 Elements(gl_LightModelProducts_fields),
169 "gl_LightModelProducts"),
170 glsl_type(gl_LightProducts_fields,
171 Elements(gl_LightProducts_fields),
172 "gl_LightProducts"),
173 glsl_type(gl_FogParameters_fields,
174 Elements(gl_FogParameters_fields),
175 "gl_FogParameters"),
176 };
177 /*@}*/
178
179 /** \name Types added in GLSL 1.20
180 */
181 /*@{*/
182
183 static const struct glsl_type builtin_120_types[] = {
184 glsl_type( GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
185 glsl_type( GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
186 glsl_type( GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
187 glsl_type( GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
188 glsl_type( GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
189 glsl_type( GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
190 };
191 const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];
192 const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];
193 const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];
194 const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];
195 const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];
196 const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
197 /*@}*/
198
199 /** \name Types added in GLSL 1.30
200 */
201 /*@{*/
202
203 static const struct glsl_type builtin_130_types[] = {
204 glsl_type( GLSL_TYPE_UINT, 1, 1, "uint"),
205 glsl_type( GLSL_TYPE_UINT, 2, 1, "uvec2"),
206 glsl_type( GLSL_TYPE_UINT, 3, 1, "uvec3"),
207 glsl_type( GLSL_TYPE_UINT, 4, 1, "uvec4"),
208
209 /* 1D and 2D texture arrays */
210 glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
211 glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"),
212 glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"),
213 glsl_type( GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
214 glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
215 glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"),
216 glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"),
217 glsl_type( GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
218
219 /* cube shadow samplers */
220 glsl_type(GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
221
222 /* signed and unsigned integer samplers */
223 glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"),
224 glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"),
225 glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"),
226 glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"),
227 glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"),
228 glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"),
229 glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"),
230 glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"),
231 };
232
233 const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
234 const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3];
235 /*@}*/
236
237 /** \name Sampler types added by GL_ARB_texture_rectangle
238 */
239 /*@{*/
240
241 static const struct glsl_type builtin_ARB_texture_rectangle_types[] = {
242 glsl_type(GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
243 glsl_type(GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
244 };
245 /*@}*/
246
247 /** \name Sampler types added by GL_EXT_texture_array
248 */
249 /*@{*/
250
251 static const struct glsl_type builtin_EXT_texture_array_types[] = {
252 glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
253 glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
254 glsl_type( GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
255 glsl_type( GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
256 };
257 /*@}*/
258
259 /** \name Sampler types added by GL_EXT_texture_buffer_object
260 */
261 /*@{*/
262
263 static const struct glsl_type builtin_EXT_texture_buffer_object_types[] = {
264 glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
265 glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"),
266 glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"),
267 };
268 /*@}*/