--- /dev/null
+/*
+ * Copyright © 2009 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+#ifndef Elements
+#define Elements(x) (sizeof(x)/sizeof(*(x)))
+#endif
+
+static const struct glsl_type _error_type =
+ glsl_type(GLSL_TYPE_ERROR, 0, 0, "");
+
+static const struct glsl_type void_type =
+ glsl_type(GLSL_TYPE_VOID, 0, 0, "void");
+
+const glsl_type *const glsl_type::error_type = & _error_type;
+
+/** \name Core built-in types
+ *
+ * These types exist in all versions of GLSL.
+ */
+/*@{*/
+
+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"),
+};
+
+const glsl_type *const glsl_type::bool_type = & builtin_core_types[0];
+const glsl_type *const glsl_type::int_type = & builtin_core_types[4];
+const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
+const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12];
+const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13];
+const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14];
+/*@}*/
+
+/** \name GLSL structures that have not been deprecated.
+ */
+/*@{*/
+
+static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = {
+ { & builtin_core_types[ 8], "near" },
+ { & builtin_core_types[ 8], "far" },
+ { & builtin_core_types[ 8], "diff" },
+};
+
+static const struct glsl_type builtin_structure_types[] = {
+ glsl_type(gl_DepthRangeParameters_fields,
+ Elements(gl_DepthRangeParameters_fields),
+ "gl_DepthRangeParameters"),
+};
+/*@}*/
+
+/** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
+ */
+/*@{*/
+
+static const struct glsl_struct_field gl_PointParameters_fields[] = {
+ { & builtin_core_types[ 8], "size" },
+ { & builtin_core_types[ 8], "sizeMin" },
+ { & builtin_core_types[ 8], "sizeMax" },
+ { & builtin_core_types[ 8], "fadeThresholdSize" },
+ { & builtin_core_types[ 8], "distanceConstantAttenuation" },
+ { & builtin_core_types[ 8], "distanceLinearAttenuation" },
+ { & builtin_core_types[ 8], "distanceQuadraticAttenuation" },
+};
+
+static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
+ { & builtin_core_types[11], "emission" },
+ { & builtin_core_types[11], "ambient" },
+ { & builtin_core_types[11], "diffuse" },
+ { & builtin_core_types[11], "specular" },
+ { & builtin_core_types[ 8], "shininess" },
+};
+
+static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
+ { & builtin_core_types[11], "ambient" },
+ { & builtin_core_types[11], "diffuse" },
+ { & builtin_core_types[11], "specular" },
+ { & builtin_core_types[11], "position" },
+ { & builtin_core_types[11], "halfVector" },
+ { & builtin_core_types[10], "spotDirection" },
+ { & builtin_core_types[ 8], "spotExponent" },
+ { & builtin_core_types[ 8], "spotCutoff" },
+ { & builtin_core_types[ 8], "spotCosCutoff" },
+ { & builtin_core_types[ 8], "constantAttenuation" },
+ { & builtin_core_types[ 8], "linearAttenuation" },
+ { & builtin_core_types[ 8], "quadraticAttenuation" },
+};
+
+static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
+ { & builtin_core_types[11], "ambient" },
+};
+
+static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
+ { & builtin_core_types[11], "sceneColor" },
+};
+
+static const struct glsl_struct_field gl_LightProducts_fields[] = {
+ { & builtin_core_types[11], "ambient" },
+ { & builtin_core_types[11], "diffuse" },
+ { & builtin_core_types[11], "specular" },
+};
+
+static const struct glsl_struct_field gl_FogParameters_fields[] = {
+ { & builtin_core_types[11], "color" },
+ { & builtin_core_types[ 8], "density" },
+ { & builtin_core_types[ 8], "start" },
+ { & builtin_core_types[ 8], "end" },
+ { & builtin_core_types[ 8], "scale" },
+};
+
+static const struct glsl_type builtin_110_deprecated_structure_types[] = {
+ glsl_type(gl_PointParameters_fields,
+ Elements(gl_PointParameters_fields),
+ "gl_PointParameters"),
+ glsl_type(gl_MaterialParameters_fields,
+ Elements(gl_MaterialParameters_fields),
+ "gl_MaterialParameters"),
+ glsl_type(gl_LightSourceParameters_fields,
+ Elements(gl_LightSourceParameters_fields),
+ "gl_LightSourceParameters"),
+ glsl_type(gl_LightModelParameters_fields,
+ Elements(gl_LightModelParameters_fields),
+ "gl_LightModelParameters"),
+ glsl_type(gl_LightModelProducts_fields,
+ Elements(gl_LightModelProducts_fields),
+ "gl_LightModelProducts"),
+ glsl_type(gl_LightProducts_fields,
+ Elements(gl_LightProducts_fields),
+ "gl_LightProducts"),
+ glsl_type(gl_FogParameters_fields,
+ Elements(gl_FogParameters_fields),
+ "gl_FogParameters"),
+};
+/*@}*/
+
+/** \name Types added in GLSL 1.20
+ */
+/*@{*/
+
+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"),
+};
+const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];
+const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];
+const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];
+const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];
+const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];
+const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
+/*@}*/
+
+/** \name Types added in GLSL 1.30
+ */
+/*@{*/
+
+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"),
+
+ /* 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"),
+
+ /* cube shadow samplers */
+ glsl_type(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"),
+};
+
+const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
+/*@}*/
+
+/** \name Sampler types added by GL_ARB_texture_rectangle
+ */
+/*@{*/
+
+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"),
+};
+/*@}*/
+
+/** \name Sampler types added by GL_EXT_texture_buffer_object
+ */
+/*@{*/
+
+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"),
+};
+/*@}*/
+++ /dev/null
-#!/bin/sh
-#
-# Copyright © 2009 Intel Corporation
-#
-# Permission is hereby granted, free of charge, to any person obtaining a
-# copy of this software and associated documentation files (the "Software"),
-# to deal in the Software without restriction, including without limitation
-# the rights to use, copy, modify, merge, publish, distribute, sublicense,
-# and/or sell copies of the Software, and to permit persons to whom the
-# Software is furnished to do so, subject to the following conditions:
-#
-# The above copyright notice and this permission notice (including the next
-# paragraph) shall be included in all copies or substantial portions of the
-# Software.
-#
-# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
-# THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
-# DEALINGS IN THE SOFTWARE.
-
-# gen_integral_type <name> <base_type> <vector elements> <matrix rows>
-function gen_integral_type
-{
- printf ' glsl_type( %17s, %u, %u, "%s"),\n' $2 $3 $4 $1
- index=$((index + 1))
-}
-
-# gen_struct_type <name>
-function gen_struct_type
-{
- elements=$(printf "%s_fields" $1)
- printf ' glsl_type(%s,\n Elements(%s),\n "%s"),\n' \
- $elements $elements $1
-}
-
-# gen_sampler_type <name> <dimensions> <shadow> <array> <type>
-function gen_sampler_type
-{
- name=$(printf "sampler%s" $1)
-
- if [ $4 -eq 1 ]; then
- name=$(printf "%sArray" $name)
- fi
-
- if [ $3 -eq 1 ]; then
- name=$(printf "%sShadow" $name)
- fi
-
- if [ $5 == GLSL_TYPE_INT ]; then
- name=$(printf "i%s" $name)
- elif [ $5 == GLSL_TYPE_UINT ]; then
- name=$(printf "u%s" $name)
- fi
-
- printf ' glsl_type(%21s, %u, %u, %15s, "%s"),\n' \
- $2 $3 $4 $5 $name
-}
-
-function gen_header
-{
- if [ x$1 == x ]; then
- name="builtin_types"
- else
- name="builtin_${1}_types"
- fi
-
- printf "\nstatic const struct glsl_type %s[] = {\n" $name
-}
-
-function gen_footer
-{
- printf "};\n"
-}
-
-function gen_struct_field_header
-{
- printf "\nstatic const struct glsl_struct_field %s_fields[] = {\n" $1
-}
-
-function gen_struct_field_footer
-{
- printf "};\n"
-}
-
-function gen_struct_field
-{
- printf ' { & %s[%2u], "%s" },\n' $1 $2 "$3"
-}
-
-cat <<EOF
-/* THIS FILE IS AUTOMATICALLY GENERATED. DO NOT EDIT! See builtin_types.sh. */
-/*
- * Copyright © 2009 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-
-#ifndef Elements
-#define Elements(x) (sizeof(x)/sizeof(*(x)))
-#endif
-
-static const struct glsl_type _error_type =
- glsl_type(GLSL_TYPE_ERROR, 0, 0, "");
-
-static const struct glsl_type void_type =
- glsl_type(GLSL_TYPE_VOID, 0, 0, "void");
-
-const glsl_type *const glsl_type::error_type = & _error_type;
-
-EOF
-
-echo '/** \name Core built-in types'
-echo ' *'
-echo ' * These types exist in all versions of GLSL.'
-echo ' */'
-echo '/*@{*/'
-gen_header "core"
-
-index=0;
-bool_index=$index
-gen_integral_type "bool" "GLSL_TYPE_BOOL" 1 1
-for i in 2 3 4; do
- gen_integral_type "bvec$i" "GLSL_TYPE_BOOL" $i 1
-done
-
-int_index=$index
-gen_integral_type "int" "GLSL_TYPE_INT" 1 1
-for i in 2 3 4; do
- gen_integral_type "ivec$i" "GLSL_TYPE_INT" $i 1
-done
-
-float_index=$index
-gen_integral_type "float" "GLSL_TYPE_FLOAT" 1 1
-for i in 2 3 4; do
- gen_integral_type "vec$i" "GLSL_TYPE_FLOAT" $i 1
-done
-
-matX_index=$index
-for i in 2 3 4; do
- gen_integral_type "mat$i" "GLSL_TYPE_FLOAT" $i $i
-done
-
-for i in "1D" "2D"; do
- gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 0 0 "GLSL_TYPE_FLOAT"
- gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 1 0 "GLSL_TYPE_FLOAT"
-done
-
-gen_sampler_type "3D" "GLSL_SAMPLER_DIM_3D" 0 0 "GLSL_TYPE_FLOAT"
-gen_sampler_type "Cube" "GLSL_SAMPLER_DIM_CUBE" 0 0 "GLSL_TYPE_FLOAT"
-
-gen_footer
-
-echo
-echo 'const glsl_type *const glsl_type::bool_type = & builtin_core_types['$bool_index'];'
-echo 'const glsl_type *const glsl_type::int_type = & builtin_core_types['$int_index'];'
-echo 'const glsl_type *const glsl_type::float_type = & builtin_core_types['$float_index'];'
-echo 'const glsl_type *const glsl_type::mat2_type = & builtin_core_types['$(($matX_index + 0))'];'
-echo 'const glsl_type *const glsl_type::mat3_type = & builtin_core_types['$(($matX_index + 1))'];'
-echo 'const glsl_type *const glsl_type::mat4_type = & builtin_core_types['$(($matX_index + 2))'];'
-echo '/*@}*/'
-
-echo
-echo '/** \name GLSL structures that have not been deprecated.'
-echo ' */'
-echo '/*@{*/'
-gen_struct_field_header gl_DepthRangeParameters
-gen_struct_field builtin_core_types 8 "near"
-gen_struct_field builtin_core_types 8 "far"
-gen_struct_field builtin_core_types 8 "diff"
-gen_struct_field_footer
-
-gen_header "structure"
-gen_struct_type gl_DepthRangeParameters
-gen_footer
-echo '/*@}*/'
-
-echo
-echo '/** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30'
-echo ' */'
-echo '/*@{*/'
-gen_struct_field_header gl_PointParameters
-gen_struct_field builtin_core_types 8 "size"
-gen_struct_field builtin_core_types 8 "sizeMin"
-gen_struct_field builtin_core_types 8 "sizeMax"
-gen_struct_field builtin_core_types 8 "fadeThresholdSize"
-gen_struct_field builtin_core_types 8 "distanceConstantAttenuation"
-gen_struct_field builtin_core_types 8 "distanceLinearAttenuation"
-gen_struct_field builtin_core_types 8 "distanceQuadraticAttenuation"
-gen_struct_field_footer
-
-gen_struct_field_header gl_MaterialParameters
-gen_struct_field builtin_core_types 11 "emission"
-gen_struct_field builtin_core_types 11 "ambient"
-gen_struct_field builtin_core_types 11 "diffuse"
-gen_struct_field builtin_core_types 11 "specular"
-gen_struct_field builtin_core_types 8 "shininess"
-gen_struct_field_footer
-
-gen_struct_field_header gl_LightSourceParameters
-gen_struct_field builtin_core_types 11 "ambient"
-gen_struct_field builtin_core_types 11 "diffuse"
-gen_struct_field builtin_core_types 11 "specular"
-gen_struct_field builtin_core_types 11 "position"
-gen_struct_field builtin_core_types 11 "halfVector"
-gen_struct_field builtin_core_types 10 "spotDirection"
-gen_struct_field builtin_core_types 8 "spotExponent"
-gen_struct_field builtin_core_types 8 "spotCutoff"
-gen_struct_field builtin_core_types 8 "spotCosCutoff"
-gen_struct_field builtin_core_types 8 "constantAttenuation"
-gen_struct_field builtin_core_types 8 "linearAttenuation"
-gen_struct_field builtin_core_types 8 "quadraticAttenuation"
-gen_struct_field_footer
-
-gen_struct_field_header gl_LightModelParameters
-gen_struct_field builtin_core_types 11 "ambient"
-gen_struct_field_footer
-
-gen_struct_field_header gl_LightModelProducts
-gen_struct_field builtin_core_types 11 "sceneColor"
-gen_struct_field_footer
-
-gen_struct_field_header gl_LightProducts
-gen_struct_field builtin_core_types 11 "ambient"
-gen_struct_field builtin_core_types 11 "diffuse"
-gen_struct_field builtin_core_types 11 "specular"
-gen_struct_field_footer
-
-gen_struct_field_header gl_FogParameters
-gen_struct_field builtin_core_types 11 "color"
-gen_struct_field builtin_core_types 8 "density"
-gen_struct_field builtin_core_types 8 "start"
-gen_struct_field builtin_core_types 8 "end"
-gen_struct_field builtin_core_types 8 "scale"
-gen_struct_field_footer
-
-gen_header "110_deprecated_structure"
-gen_struct_type gl_PointParameters
-gen_struct_type gl_MaterialParameters
-gen_struct_type gl_LightSourceParameters
-gen_struct_type gl_LightModelParameters
-gen_struct_type gl_LightModelProducts
-gen_struct_type gl_LightProducts
-gen_struct_type gl_FogParameters
-gen_footer
-echo '/*@}*/'
-
-
-echo
-echo '/** \name Types added in GLSL 1.20'
-echo ' */'
-echo '/*@{*/'
-gen_header "120"
-for c in 2 3 4; do
- for r in 2 3 4; do
- if [ $c -ne $r ]; then
- gen_integral_type "mat${c}x${r}" "GLSL_TYPE_FLOAT" $r $c
- fi
- done
-done
-gen_footer
-
-echo 'const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];'
-echo 'const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];'
-echo 'const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];'
-echo 'const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];'
-echo 'const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];'
-echo 'const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];'
-echo '/*@}*/'
-echo
-echo '/** \name Types added in GLSL 1.30'
-echo ' */'
-echo '/*@{*/'
-gen_header "130"
-index=0;
-uint_index=$index
-gen_integral_type "uint" "GLSL_TYPE_UINT" 1 1
-for i in 2 3 4; do
- gen_integral_type "uvec$i" "GLSL_TYPE_UINT" $i 1
-done
-
-echo
-echo " /* 1D and 2D texture arrays */"
-for i in "1D" "2D"; do
- gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 0 1 "GLSL_TYPE_FLOAT"
- gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 0 1 "GLSL_TYPE_INT"
- gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 0 1 "GLSL_TYPE_UINT"
- gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 1 1 "GLSL_TYPE_FLOAT"
-done
-
-echo
-echo " /* cube shadow samplers */"
-gen_sampler_type "Cube" "GLSL_SAMPLER_DIM_CUBE" 1 0 "GLSL_TYPE_FLOAT"
-
-echo
-echo " /* signed and unsigned integer samplers */"
-for i in "1D" "2D" "3D"; do
- gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 0 0 "GLSL_TYPE_INT"
- gen_sampler_type $i "GLSL_SAMPLER_DIM_$i" 0 0 "GLSL_TYPE_UINT"
-done
-
-gen_sampler_type "Cube" "GLSL_SAMPLER_DIM_CUBE" 0 0 "GLSL_TYPE_INT"
-gen_sampler_type "Cube" "GLSL_SAMPLER_DIM_CUBE" 0 0 "GLSL_TYPE_UINT"
-
-gen_footer
-echo ''
-echo 'const glsl_type *const glsl_type::uint_type = & builtin_130_types['$uint_index'];'
-echo '/*@}*/'
-
-echo
-echo '/** \name Sampler types added by GL_ARB_texture_rectangle'
-echo ' */'
-echo '/*@{*/'
-gen_header "ARB_texture_rectangle"
-gen_sampler_type "2DRect" "GLSL_SAMPLER_DIM_RECT" 0 0 "GLSL_TYPE_FLOAT"
-gen_sampler_type "2DRect" "GLSL_SAMPLER_DIM_RECT" 1 0 "GLSL_TYPE_FLOAT"
-gen_footer
-echo '/*@}*/'
-
-echo
-echo '/** \name Sampler types added by GL_EXT_texture_buffer_object'
-echo ' */'
-echo '/*@{*/'
-gen_header "EXT_texture_buffer_object"
-gen_sampler_type "Buffer" "GLSL_SAMPLER_DIM_BUF" 0 0 "GLSL_TYPE_FLOAT"
-gen_sampler_type "Buffer" "GLSL_SAMPLER_DIM_BUF" 0 0 "GLSL_TYPE_INT"
-gen_sampler_type "Buffer" "GLSL_SAMPLER_DIM_BUF" 0 0 "GLSL_TYPE_UINT"
-gen_footer
-echo '/*@}*/'