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.
25 #define Elements(x) (sizeof(x)/sizeof(*(x)))
28 const glsl_type
glsl_type::_error_type
=
29 glsl_type(GL_INVALID_ENUM
, GLSL_TYPE_ERROR
, 0, 0, "");
31 const glsl_type
glsl_type::void_type
=
32 glsl_type(GL_INVALID_ENUM
, GLSL_TYPE_VOID
, 0, 0, "void");
34 const glsl_type
*const glsl_type::error_type
= & glsl_type::_error_type
;
36 /** \name Core built-in types
38 * These types exist in all versions of GLSL.
42 const glsl_type
glsl_type::builtin_core_types
[] = {
43 glsl_type(GL_BOOL
, GLSL_TYPE_BOOL
, 1, 1, "bool"),
44 glsl_type(GL_BOOL_VEC2
, GLSL_TYPE_BOOL
, 2, 1, "bvec2"),
45 glsl_type(GL_BOOL_VEC3
, GLSL_TYPE_BOOL
, 3, 1, "bvec3"),
46 glsl_type(GL_BOOL_VEC4
, GLSL_TYPE_BOOL
, 4, 1, "bvec4"),
47 glsl_type(GL_INT
, GLSL_TYPE_INT
, 1, 1, "int"),
48 glsl_type(GL_INT_VEC2
, GLSL_TYPE_INT
, 2, 1, "ivec2"),
49 glsl_type(GL_INT_VEC3
, GLSL_TYPE_INT
, 3, 1, "ivec3"),
50 glsl_type(GL_INT_VEC4
, GLSL_TYPE_INT
, 4, 1, "ivec4"),
51 glsl_type(GL_FLOAT
, GLSL_TYPE_FLOAT
, 1, 1, "float"),
52 glsl_type(GL_FLOAT_VEC2
, GLSL_TYPE_FLOAT
, 2, 1, "vec2"),
53 glsl_type(GL_FLOAT_VEC3
, GLSL_TYPE_FLOAT
, 3, 1, "vec3"),
54 glsl_type(GL_FLOAT_VEC4
, GLSL_TYPE_FLOAT
, 4, 1, "vec4"),
55 glsl_type(GL_FLOAT_MAT2
, GLSL_TYPE_FLOAT
, 2, 2, "mat2"),
56 glsl_type(GL_FLOAT_MAT3
, GLSL_TYPE_FLOAT
, 3, 3, "mat3"),
57 glsl_type(GL_FLOAT_MAT4
, GLSL_TYPE_FLOAT
, 4, 4, "mat4"),
58 glsl_type(GL_SAMPLER_1D
, GLSL_SAMPLER_DIM_1D
, 0, 0, GLSL_TYPE_FLOAT
,
60 glsl_type(GL_SAMPLER_1D_SHADOW
, GLSL_SAMPLER_DIM_1D
, 1, 0, GLSL_TYPE_FLOAT
,
62 glsl_type(GL_SAMPLER_2D
, GLSL_SAMPLER_DIM_2D
, 0, 0, GLSL_TYPE_FLOAT
,
64 glsl_type(GL_SAMPLER_2D_SHADOW
, GLSL_SAMPLER_DIM_2D
, 1, 0, GLSL_TYPE_FLOAT
,
66 glsl_type(GL_SAMPLER_3D
, GLSL_SAMPLER_DIM_3D
, 0, 0, GLSL_TYPE_FLOAT
,
68 glsl_type(GL_SAMPLER_CUBE
, GLSL_SAMPLER_DIM_CUBE
, 0, 0, GLSL_TYPE_FLOAT
,
72 const glsl_type
*const glsl_type::bool_type
= & builtin_core_types
[0];
73 const glsl_type
*const glsl_type::int_type
= & builtin_core_types
[4];
74 const glsl_type
*const glsl_type::ivec4_type
= & builtin_core_types
[7];
75 const glsl_type
*const glsl_type::float_type
= & builtin_core_types
[8];
76 const glsl_type
*const glsl_type::vec2_type
= & builtin_core_types
[9];
77 const glsl_type
*const glsl_type::vec3_type
= & builtin_core_types
[10];
78 const glsl_type
*const glsl_type::vec4_type
= & builtin_core_types
[11];
79 const glsl_type
*const glsl_type::mat2_type
= & builtin_core_types
[12];
80 const glsl_type
*const glsl_type::mat3_type
= & builtin_core_types
[13];
81 const glsl_type
*const glsl_type::mat4_type
= & builtin_core_types
[14];
84 /** \name GLSL structures that have not been deprecated.
88 static const struct glsl_struct_field gl_DepthRangeParameters_fields
[] = {
89 { glsl_type::float_type
, "near" },
90 { glsl_type::float_type
, "far" },
91 { glsl_type::float_type
, "diff" },
94 const glsl_type
glsl_type::builtin_structure_types
[] = {
95 glsl_type(gl_DepthRangeParameters_fields
,
96 Elements(gl_DepthRangeParameters_fields
),
97 "gl_DepthRangeParameters"),
101 /** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
105 static const struct glsl_struct_field gl_PointParameters_fields
[] = {
106 { glsl_type::float_type
, "size" },
107 { glsl_type::float_type
, "sizeMin" },
108 { glsl_type::float_type
, "sizeMax" },
109 { glsl_type::float_type
, "fadeThresholdSize" },
110 { glsl_type::float_type
, "distanceConstantAttenuation" },
111 { glsl_type::float_type
, "distanceLinearAttenuation" },
112 { glsl_type::float_type
, "distanceQuadraticAttenuation" },
115 static const struct glsl_struct_field gl_MaterialParameters_fields
[] = {
116 { glsl_type::vec4_type
, "emission" },
117 { glsl_type::vec4_type
, "ambient" },
118 { glsl_type::vec4_type
, "diffuse" },
119 { glsl_type::vec4_type
, "specular" },
120 { glsl_type::float_type
, "shininess" },
123 static const struct glsl_struct_field gl_LightSourceParameters_fields
[] = {
124 { glsl_type::vec4_type
, "ambient" },
125 { glsl_type::vec4_type
, "diffuse" },
126 { glsl_type::vec4_type
, "specular" },
127 { glsl_type::vec4_type
, "position" },
128 { glsl_type::vec4_type
, "halfVector" },
129 { glsl_type::vec3_type
, "spotDirection" },
130 { glsl_type::float_type
, "spotExponent" },
131 { glsl_type::float_type
, "spotCutoff" },
132 { glsl_type::float_type
, "spotCosCutoff" },
133 { glsl_type::float_type
, "constantAttenuation" },
134 { glsl_type::float_type
, "linearAttenuation" },
135 { glsl_type::float_type
, "quadraticAttenuation" },
138 static const struct glsl_struct_field gl_LightModelParameters_fields
[] = {
139 { glsl_type::vec4_type
, "ambient" },
142 static const struct glsl_struct_field gl_LightModelProducts_fields
[] = {
143 { glsl_type::vec4_type
, "sceneColor" },
146 static const struct glsl_struct_field gl_LightProducts_fields
[] = {
147 { glsl_type::vec4_type
, "ambient" },
148 { glsl_type::vec4_type
, "diffuse" },
149 { glsl_type::vec4_type
, "specular" },
152 static const struct glsl_struct_field gl_FogParameters_fields
[] = {
153 { glsl_type::vec4_type
, "color" },
154 { glsl_type::float_type
, "density" },
155 { glsl_type::float_type
, "start" },
156 { glsl_type::float_type
, "end" },
157 { glsl_type::float_type
, "scale" },
160 const glsl_type
glsl_type::builtin_110_deprecated_structure_types
[] = {
161 glsl_type(gl_PointParameters_fields
,
162 Elements(gl_PointParameters_fields
),
163 "gl_PointParameters"),
164 glsl_type(gl_MaterialParameters_fields
,
165 Elements(gl_MaterialParameters_fields
),
166 "gl_MaterialParameters"),
167 glsl_type(gl_LightSourceParameters_fields
,
168 Elements(gl_LightSourceParameters_fields
),
169 "gl_LightSourceParameters"),
170 glsl_type(gl_LightModelParameters_fields
,
171 Elements(gl_LightModelParameters_fields
),
172 "gl_LightModelParameters"),
173 glsl_type(gl_LightModelProducts_fields
,
174 Elements(gl_LightModelProducts_fields
),
175 "gl_LightModelProducts"),
176 glsl_type(gl_LightProducts_fields
,
177 Elements(gl_LightProducts_fields
),
179 glsl_type(gl_FogParameters_fields
,
180 Elements(gl_FogParameters_fields
),
185 /** \name Types added in GLSL 1.20
189 const glsl_type
glsl_type::builtin_120_types
[] = {
190 glsl_type(GL_FLOAT_MAT2x3
, GLSL_TYPE_FLOAT
, 3, 2, "mat2x3"),
191 glsl_type(GL_FLOAT_MAT2x4
, GLSL_TYPE_FLOAT
, 4, 2, "mat2x4"),
192 glsl_type(GL_FLOAT_MAT3x2
, GLSL_TYPE_FLOAT
, 2, 3, "mat3x2"),
193 glsl_type(GL_FLOAT_MAT3x4
, GLSL_TYPE_FLOAT
, 4, 3, "mat3x4"),
194 glsl_type(GL_FLOAT_MAT4x2
, GLSL_TYPE_FLOAT
, 2, 4, "mat4x2"),
195 glsl_type(GL_FLOAT_MAT4x3
, GLSL_TYPE_FLOAT
, 3, 4, "mat4x3"),
197 const glsl_type
*const glsl_type::mat2x3_type
= & builtin_120_types
[0];
198 const glsl_type
*const glsl_type::mat2x4_type
= & builtin_120_types
[1];
199 const glsl_type
*const glsl_type::mat3x2_type
= & builtin_120_types
[2];
200 const glsl_type
*const glsl_type::mat3x4_type
= & builtin_120_types
[3];
201 const glsl_type
*const glsl_type::mat4x2_type
= & builtin_120_types
[4];
202 const glsl_type
*const glsl_type::mat4x3_type
= & builtin_120_types
[5];
205 /** \name Types added in GLSL 1.30
209 const glsl_type
glsl_type::builtin_130_types
[] = {
210 glsl_type(GL_UNSIGNED_INT
, GLSL_TYPE_UINT
, 1, 1, "uint"),
211 glsl_type(GL_UNSIGNED_INT_VEC2
, GLSL_TYPE_UINT
, 2, 1, "uvec2"),
212 glsl_type(GL_UNSIGNED_INT_VEC3
, GLSL_TYPE_UINT
, 3, 1, "uvec3"),
213 glsl_type(GL_UNSIGNED_INT_VEC4
, GLSL_TYPE_UINT
, 4, 1, "uvec4"),
215 /* 1D and 2D texture arrays */
216 glsl_type(GL_SAMPLER_1D_ARRAY
,
217 GLSL_SAMPLER_DIM_1D
, 0, 1, GLSL_TYPE_FLOAT
, "sampler1DArray"),
218 glsl_type(GL_INT_SAMPLER_1D_ARRAY
,
219 GLSL_SAMPLER_DIM_1D
, 0, 1, GLSL_TYPE_INT
, "isampler1DArray"),
220 glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY
,
221 GLSL_SAMPLER_DIM_1D
, 0, 1, GLSL_TYPE_UINT
, "usampler1DArray"),
222 glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW
,
223 GLSL_SAMPLER_DIM_1D
, 1, 1, GLSL_TYPE_FLOAT
, "sampler1DArrayShadow"),
224 glsl_type(GL_SAMPLER_2D_ARRAY
,
225 GLSL_SAMPLER_DIM_2D
, 0, 1, GLSL_TYPE_FLOAT
, "sampler2DArray"),
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 glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW
,
231 GLSL_SAMPLER_DIM_2D
, 1, 1, GLSL_TYPE_FLOAT
, "sampler2DArrayShadow"),
233 /* cube shadow samplers */
234 glsl_type(GL_SAMPLER_CUBE_SHADOW
,
235 GLSL_SAMPLER_DIM_CUBE
, 1, 0, GLSL_TYPE_FLOAT
, "samplerCubeShadow"),
237 /* signed and unsigned integer samplers */
238 glsl_type(GL_INT_SAMPLER_1D
,
239 GLSL_SAMPLER_DIM_1D
, 0, 0, GLSL_TYPE_INT
, "isampler1D"),
240 glsl_type(GL_UNSIGNED_INT_SAMPLER_1D
,
241 GLSL_SAMPLER_DIM_1D
, 0, 0, GLSL_TYPE_UINT
, "usampler1D"),
242 glsl_type(GL_INT_SAMPLER_2D
,
243 GLSL_SAMPLER_DIM_2D
, 0, 0, GLSL_TYPE_INT
, "isampler2D"),
244 glsl_type(GL_UNSIGNED_INT_SAMPLER_2D
,
245 GLSL_SAMPLER_DIM_2D
, 0, 0, GLSL_TYPE_UINT
, "usampler2D"),
246 glsl_type(GL_INT_SAMPLER_3D
,
247 GLSL_SAMPLER_DIM_3D
, 0, 0, GLSL_TYPE_INT
, "isampler3D"),
248 glsl_type(GL_UNSIGNED_INT_SAMPLER_3D
,
249 GLSL_SAMPLER_DIM_3D
, 0, 0, GLSL_TYPE_UINT
, "usampler3D"),
250 glsl_type(GL_INT_SAMPLER_CUBE
,
251 GLSL_SAMPLER_DIM_CUBE
, 0, 0, GLSL_TYPE_INT
, "isamplerCube"),
252 glsl_type(GL_INT_SAMPLER_CUBE
,
253 GLSL_SAMPLER_DIM_CUBE
, 0, 0, GLSL_TYPE_UINT
, "usamplerCube"),
256 const glsl_type
*const glsl_type::uint_type
= & builtin_130_types
[0];
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_1D_ARRAY_SHADOW
,
280 GLSL_SAMPLER_DIM_2D
, 0, 1, GLSL_TYPE_FLOAT
, "sampler2DArray"),
281 glsl_type(GL_SAMPLER_2D_ARRAY
,
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"),