#endif
static const struct glsl_type _error_type =
- glsl_type(GLSL_TYPE_ERROR, 0, 0, "");
+ glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, "");
static const struct glsl_type void_type =
- glsl_type(GLSL_TYPE_VOID, 0, 0, "void");
+ glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void");
const glsl_type *const glsl_type::error_type = & _error_type;
/*@{*/
static const struct glsl_type builtin_core_types[] = {
- glsl_type( GLSL_TYPE_BOOL, 1, 1, "bool"),
- glsl_type( GLSL_TYPE_BOOL, 2, 1, "bvec2"),
- glsl_type( GLSL_TYPE_BOOL, 3, 1, "bvec3"),
- glsl_type( GLSL_TYPE_BOOL, 4, 1, "bvec4"),
- glsl_type( GLSL_TYPE_INT, 1, 1, "int"),
- glsl_type( GLSL_TYPE_INT, 2, 1, "ivec2"),
- glsl_type( GLSL_TYPE_INT, 3, 1, "ivec3"),
- glsl_type( GLSL_TYPE_INT, 4, 1, "ivec4"),
- glsl_type( GLSL_TYPE_FLOAT, 1, 1, "float"),
- glsl_type( GLSL_TYPE_FLOAT, 2, 1, "vec2"),
- glsl_type( GLSL_TYPE_FLOAT, 3, 1, "vec3"),
- glsl_type( GLSL_TYPE_FLOAT, 4, 1, "vec4"),
- glsl_type( GLSL_TYPE_FLOAT, 2, 2, "mat2"),
- glsl_type( GLSL_TYPE_FLOAT, 3, 3, "mat3"),
- glsl_type( GLSL_TYPE_FLOAT, 4, 4, "mat4"),
- glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT, "sampler1D"),
- glsl_type( GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT, "sampler1DShadow"),
- glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT, "sampler2D"),
- glsl_type( GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT, "sampler2DShadow"),
- glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT, "sampler3D"),
- glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT, "samplerCube"),
+ glsl_type(GL_BOOL, GLSL_TYPE_BOOL, 1, 1, "bool"),
+ glsl_type(GL_BOOL_VEC2, GLSL_TYPE_BOOL, 2, 1, "bvec2"),
+ glsl_type(GL_BOOL_VEC3, GLSL_TYPE_BOOL, 3, 1, "bvec3"),
+ glsl_type(GL_BOOL_VEC4, GLSL_TYPE_BOOL, 4, 1, "bvec4"),
+ glsl_type(GL_INT, GLSL_TYPE_INT, 1, 1, "int"),
+ glsl_type(GL_INT_VEC2, GLSL_TYPE_INT, 2, 1, "ivec2"),
+ glsl_type(GL_INT_VEC3, GLSL_TYPE_INT, 3, 1, "ivec3"),
+ glsl_type(GL_INT_VEC4, GLSL_TYPE_INT, 4, 1, "ivec4"),
+ glsl_type(GL_FLOAT, GLSL_TYPE_FLOAT, 1, 1, "float"),
+ glsl_type(GL_FLOAT_VEC2, GLSL_TYPE_FLOAT, 2, 1, "vec2"),
+ glsl_type(GL_FLOAT_VEC3, GLSL_TYPE_FLOAT, 3, 1, "vec3"),
+ glsl_type(GL_FLOAT_VEC4, GLSL_TYPE_FLOAT, 4, 1, "vec4"),
+ glsl_type(GL_FLOAT_MAT2, GLSL_TYPE_FLOAT, 2, 2, "mat2"),
+ glsl_type(GL_FLOAT_MAT3, GLSL_TYPE_FLOAT, 3, 3, "mat3"),
+ glsl_type(GL_FLOAT_MAT4, GLSL_TYPE_FLOAT, 4, 4, "mat4"),
+ glsl_type(GL_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT,
+ "sampler1D"),
+ glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT,
+ "sampler1DShadow"),
+ glsl_type(GL_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT,
+ "sampler2D"),
+ 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"),
+ glsl_type(GL_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT,
+ "samplerCube"),
};
const glsl_type *const glsl_type::bool_type = & builtin_core_types[0];
/*@{*/
static const struct glsl_type builtin_120_types[] = {
- glsl_type( GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
- glsl_type( GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
- glsl_type( GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
- glsl_type( GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
- glsl_type( GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
- glsl_type( GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
+ glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
+ glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
+ glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
+ glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
+ glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
+ glsl_type(GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
};
const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];
const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];
/*@{*/
static const struct glsl_type builtin_130_types[] = {
- glsl_type( GLSL_TYPE_UINT, 1, 1, "uint"),
- glsl_type( GLSL_TYPE_UINT, 2, 1, "uvec2"),
- glsl_type( GLSL_TYPE_UINT, 3, 1, "uvec3"),
- glsl_type( GLSL_TYPE_UINT, 4, 1, "uvec4"),
+ glsl_type(GL_UNSIGNED_INT, GLSL_TYPE_UINT, 1, 1, "uint"),
+ glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"),
+ glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"),
+ glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"),
/* 1D and 2D texture arrays */
- glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
- glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"),
- glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"),
- glsl_type( GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
- glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
- glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"),
- glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"),
- glsl_type( GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
+ glsl_type(GL_SAMPLER_1D_ARRAY,
+ GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
+ glsl_type(GL_INT_SAMPLER_1D_ARRAY,
+ GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"),
+ glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,
+ GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"),
+ glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
+ GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
+ glsl_type(GL_SAMPLER_2D_ARRAY,
+ GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
+ glsl_type(GL_INT_SAMPLER_2D_ARRAY,
+ GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"),
+ glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,
+ GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"),
+ glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
+ GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
/* cube shadow samplers */
- glsl_type(GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
+ glsl_type(GL_SAMPLER_CUBE_SHADOW,
+ GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
/* signed and unsigned integer samplers */
- glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"),
- glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"),
- glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"),
- glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"),
- glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"),
- glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"),
- glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"),
- glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"),
+ glsl_type(GL_INT_SAMPLER_1D,
+ GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"),
+ glsl_type(GL_UNSIGNED_INT_SAMPLER_1D,
+ GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"),
+ glsl_type(GL_INT_SAMPLER_2D,
+ GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"),
+ glsl_type(GL_UNSIGNED_INT_SAMPLER_2D,
+ GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"),
+ glsl_type(GL_INT_SAMPLER_3D,
+ GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"),
+ glsl_type(GL_UNSIGNED_INT_SAMPLER_3D,
+ GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"),
+ glsl_type(GL_INT_SAMPLER_CUBE,
+ GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"),
+ glsl_type(GL_INT_SAMPLER_CUBE,
+ GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"),
};
const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
/*@{*/
static const struct glsl_type builtin_ARB_texture_rectangle_types[] = {
- glsl_type(GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
- glsl_type(GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
+ glsl_type(GL_SAMPLER_2D_RECT,
+ GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
+ glsl_type(GL_SAMPLER_2D_RECT_SHADOW,
+ GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
};
/*@}*/
/*@{*/
static const struct glsl_type builtin_EXT_texture_array_types[] = {
- glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
- glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
- glsl_type( GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
- glsl_type( GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
+ glsl_type(GL_SAMPLER_1D_ARRAY,
+ GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
+ glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
+ GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
+ glsl_type(GL_SAMPLER_2D_ARRAY,
+ GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
+ glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
+ GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
};
/*@}*/
/*@{*/
static const struct glsl_type builtin_EXT_texture_buffer_object_types[] = {
- glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
- glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"),
- glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"),
+ glsl_type(GL_SAMPLER_BUFFER,
+ GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
+ glsl_type(GL_INT_SAMPLER_BUFFER,
+ GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"),
+ glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER,
+ GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"),
};
/*@}*/