length(0)
{
init_ralloc_type_ctx();
+ assert(name != NULL);
this->name = ralloc_strdup(this->mem_ctx, name);
/* Neither dimension is zero or both dimensions are zero.
*/
length(0)
{
init_ralloc_type_ctx();
+ assert(name != NULL);
this->name = ralloc_strdup(this->mem_ctx, name);
memset(& fields, 0, sizeof(fields));
}
unsigned int i;
init_ralloc_type_ctx();
+ assert(name != NULL);
this->name = ralloc_strdup(this->mem_ctx, name);
this->fields.structure = ralloc_array(this->mem_ctx,
glsl_struct_field, length);
unsigned int i;
init_ralloc_type_ctx();
+ assert(name != NULL);
this->name = ralloc_strdup(this->mem_ctx, name);
this->fields.structure = ralloc_array(this->mem_ctx,
glsl_struct_field, length);
return TEXTURE_BUFFER_INDEX;
case GLSL_SAMPLER_DIM_EXTERNAL:
return TEXTURE_EXTERNAL_INDEX;
+ case GLSL_SAMPLER_DIM_MS:
+ return (t->sampler_array) ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX : TEXTURE_2D_MULTISAMPLE_INDEX;
default:
assert(!"Should not get here.");
return TEXTURE_BUFFER_INDEX;
}
+void
+glsl_type::generate_150_types(glsl_symbol_table *symtab)
+{
+ generate_140_types(symtab);
+ generate_ARB_texture_multisample_types(symtab, false);
+}
+
+
void
glsl_type::generate_ARB_texture_rectangle_types(glsl_symbol_table *symtab,
bool warn)
warn, skip_1d);
}
+void
+glsl_type::generate_ARB_texture_multisample_types(glsl_symbol_table *symtab,
+ bool warn)
+{
+ bool skip_1d = false;
+ add_types_to_symbol_table(symtab, builtin_ARB_texture_multisample_types,
+ Elements(builtin_ARB_texture_multisample_types),
+ warn, skip_1d);
+}
+
void
_mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *state)
{
glsl_type::generate_130_types(state->symbols, true, skip_1d);
break;
case 140:
- case 150:
glsl_type::generate_140_types(state->symbols);
break;
+ case 150:
+ glsl_type::generate_150_types(state->symbols);
+ break;
default:
assert(!"Unexpected language version");
break;
glsl_type::generate_ARB_texture_cube_map_array_types(state->symbols,
state->ARB_texture_cube_map_array_warn);
}
+
+ if (state->ARB_texture_multisample_enable) {
+ glsl_type::generate_ARB_texture_multisample_types(state->symbols,
+ state->ARB_texture_multisample_warn);
+ }
}
return int_type;
case GLSL_TYPE_FLOAT:
return float_type;
+ case GLSL_TYPE_BOOL:
+ return bool_type;
default:
/* Handle everything else */
return type;