const glsl_type glsl_type::_error_type =
glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, "");
-const glsl_type glsl_type::void_type =
+const glsl_type glsl_type::_void_type =
glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void");
+const glsl_type glsl_type::_sampler3D_type =
+ glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
+ "sampler3D");
+
const glsl_type *const glsl_type::error_type = & glsl_type::_error_type;
+const glsl_type *const glsl_type::void_type = & glsl_type::_void_type;
/** \name Core built-in types
*
};
const glsl_type *const glsl_type::bool_type = & builtin_core_types[0];
+const glsl_type *const glsl_type::bvec2_type = & builtin_core_types[1];
+const glsl_type *const glsl_type::bvec3_type = & builtin_core_types[2];
+const glsl_type *const glsl_type::bvec4_type = & builtin_core_types[3];
const glsl_type *const glsl_type::int_type = & builtin_core_types[4];
+const glsl_type *const glsl_type::ivec2_type = & builtin_core_types[5];
+const glsl_type *const glsl_type::ivec3_type = & builtin_core_types[6];
const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7];
const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9];
"sampler1DShadow"),
glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT,
"sampler2DShadow"),
- glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
- "sampler3D"),
};
/*@}*/
const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3];
/*@}*/
+
+/** \name Types added in GLSL 1.40
+ */
+/*@{*/
+const glsl_type glsl_type::builtin_140_types[] = {
+ glsl_type(GL_INT_SAMPLER_2D_RECT,
+ GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT, "isampler2DRect"),
+ glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_RECT,
+ GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT, "usampler2DRect"),
+};
+/*@}*/
+
/** \name Sampler types added by GL_ARB_texture_rectangle
*/
/*@{*/
GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"),
};
/*@}*/
+
+/** \name Sampler types added by GL_OES_EGL_image_external
+ */
+/*@{*/
+
+const glsl_type glsl_type::builtin_OES_EGL_image_external_types[] = {
+ glsl_type(GL_SAMPLER_EXTERNAL_OES,
+ GLSL_SAMPLER_DIM_EXTERNAL, 0, 0, GLSL_TYPE_FLOAT, "samplerExternalOES"),
+};
+/*@}*/
+
+/** \name Sampler types added by GL_ARB_texture_cube_map_array
+ */
+/*@{*/
+const glsl_type glsl_type::builtin_ARB_texture_cube_map_array_types[] = {
+ glsl_type(GL_SAMPLER_CUBE_MAP_ARRAY,
+ GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_FLOAT, "samplerCubeArray"),
+ glsl_type(GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW,
+ GLSL_SAMPLER_DIM_CUBE, 1, 1, GLSL_TYPE_FLOAT, "samplerCubeArrayShadow"),
+ glsl_type(GL_INT_SAMPLER_CUBE_MAP_ARRAY,
+ GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_INT, "isamplerCubeArray"),
+ glsl_type(GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY,
+ GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_UINT, "usamplerCubeArray"),
+};
+/*@}*/