glsl: move to compiler/
[mesa.git] / src / compiler / glsl / builtin_types.cpp
1 /*
2 * Copyright © 2013 Intel Corporation
3 *
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:
10 *
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
13 * Software.
14 *
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.
22 */
23
24 /**
25 * \file builtin_types.cpp
26 *
27 * The glsl_type class has static members to represent all the built-in types
28 * (such as the glsl_type::_float_type flyweight) as well as convenience pointer
29 * accessors (such as glsl_type::float_type). Those global variables are
30 * declared and initialized in this file.
31 *
32 * This also contains _mesa_glsl_initialize_types(), a function which populates
33 * a symbol table with the available built-in types for a particular language
34 * version and set of enabled extensions.
35 */
36
37 #include "compiler/glsl_types.h"
38 #include "glsl_parser_extras.h"
39 #include "util/macros.h"
40
41 /**
42 * Declarations of type flyweights (glsl_type::_foo_type) and
43 * convenience pointers (glsl_type::foo_type).
44 * @{
45 */
46 #define DECL_TYPE(NAME, ...)
47
48 #define STRUCT_TYPE(NAME) \
49 const glsl_type glsl_type::_struct_##NAME##_type = \
50 glsl_type(NAME##_fields, ARRAY_SIZE(NAME##_fields), #NAME); \
51 const glsl_type *const glsl_type::struct_##NAME##_type = \
52 &glsl_type::_struct_##NAME##_type;
53
54 static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = {
55 glsl_struct_field(glsl_type::float_type, "near"),
56 glsl_struct_field(glsl_type::float_type, "far"),
57 glsl_struct_field(glsl_type::float_type, "diff"),
58 };
59
60 static const struct glsl_struct_field gl_PointParameters_fields[] = {
61 glsl_struct_field(glsl_type::float_type, "size"),
62 glsl_struct_field(glsl_type::float_type, "sizeMin"),
63 glsl_struct_field(glsl_type::float_type, "sizeMax"),
64 glsl_struct_field(glsl_type::float_type, "fadeThresholdSize"),
65 glsl_struct_field(glsl_type::float_type, "distanceConstantAttenuation"),
66 glsl_struct_field(glsl_type::float_type, "distanceLinearAttenuation"),
67 glsl_struct_field(glsl_type::float_type, "distanceQuadraticAttenuation"),
68 };
69
70 static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
71 glsl_struct_field(glsl_type::vec4_type, "emission"),
72 glsl_struct_field(glsl_type::vec4_type, "ambient"),
73 glsl_struct_field(glsl_type::vec4_type, "diffuse"),
74 glsl_struct_field(glsl_type::vec4_type, "specular"),
75 glsl_struct_field(glsl_type::float_type, "shininess"),
76 };
77
78 static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
79 glsl_struct_field(glsl_type::vec4_type, "ambient"),
80 glsl_struct_field(glsl_type::vec4_type, "diffuse"),
81 glsl_struct_field(glsl_type::vec4_type, "specular"),
82 glsl_struct_field(glsl_type::vec4_type, "position"),
83 glsl_struct_field(glsl_type::vec4_type, "halfVector"),
84 glsl_struct_field(glsl_type::vec3_type, "spotDirection"),
85 glsl_struct_field(glsl_type::float_type, "spotExponent"),
86 glsl_struct_field(glsl_type::float_type, "spotCutoff"),
87 glsl_struct_field(glsl_type::float_type, "spotCosCutoff"),
88 glsl_struct_field(glsl_type::float_type, "constantAttenuation"),
89 glsl_struct_field(glsl_type::float_type, "linearAttenuation"),
90 glsl_struct_field(glsl_type::float_type, "quadraticAttenuation"),
91 };
92
93 static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
94 glsl_struct_field(glsl_type::vec4_type, "ambient"),
95 };
96
97 static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
98 glsl_struct_field(glsl_type::vec4_type, "sceneColor"),
99 };
100
101 static const struct glsl_struct_field gl_LightProducts_fields[] = {
102 glsl_struct_field(glsl_type::vec4_type, "ambient"),
103 glsl_struct_field(glsl_type::vec4_type, "diffuse"),
104 glsl_struct_field(glsl_type::vec4_type, "specular"),
105 };
106
107 static const struct glsl_struct_field gl_FogParameters_fields[] = {
108 glsl_struct_field(glsl_type::vec4_type, "color"),
109 glsl_struct_field(glsl_type::float_type, "density"),
110 glsl_struct_field(glsl_type::float_type, "start"),
111 glsl_struct_field(glsl_type::float_type, "end"),
112 glsl_struct_field(glsl_type::float_type, "scale"),
113 };
114
115 #include "compiler/builtin_type_macros.h"
116 /** @} */
117
118 /**
119 * Code to populate a symbol table with the built-in types available in a
120 * particular shading language version. The table below contains tags every
121 * type with the GLSL/GLSL ES versions where it was introduced.
122 *
123 * @{
124 */
125 #define T(TYPE, MIN_GL, MIN_ES) \
126 { glsl_type::TYPE##_type, MIN_GL, MIN_ES },
127
128 static const struct builtin_type_versions {
129 const glsl_type *const type;
130 int min_gl;
131 int min_es;
132 } builtin_type_versions[] = {
133 T(void, 110, 100)
134 T(bool, 110, 100)
135 T(bvec2, 110, 100)
136 T(bvec3, 110, 100)
137 T(bvec4, 110, 100)
138 T(int, 110, 100)
139 T(ivec2, 110, 100)
140 T(ivec3, 110, 100)
141 T(ivec4, 110, 100)
142 T(uint, 130, 300)
143 T(uvec2, 130, 300)
144 T(uvec3, 130, 300)
145 T(uvec4, 130, 300)
146 T(float, 110, 100)
147 T(vec2, 110, 100)
148 T(vec3, 110, 100)
149 T(vec4, 110, 100)
150 T(mat2, 110, 100)
151 T(mat3, 110, 100)
152 T(mat4, 110, 100)
153 T(mat2x3, 120, 300)
154 T(mat2x4, 120, 300)
155 T(mat3x2, 120, 300)
156 T(mat3x4, 120, 300)
157 T(mat4x2, 120, 300)
158 T(mat4x3, 120, 300)
159
160 T(double, 400, 999)
161 T(dvec2, 400, 999)
162 T(dvec3, 400, 999)
163 T(dvec4, 400, 999)
164 T(dmat2, 400, 999)
165 T(dmat3, 400, 999)
166 T(dmat4, 400, 999)
167 T(dmat2x3, 400, 999)
168 T(dmat2x4, 400, 999)
169 T(dmat3x2, 400, 999)
170 T(dmat3x4, 400, 999)
171 T(dmat4x2, 400, 999)
172 T(dmat4x3, 400, 999)
173
174 T(sampler1D, 110, 999)
175 T(sampler2D, 110, 100)
176 T(sampler3D, 110, 300)
177 T(samplerCube, 110, 100)
178 T(sampler1DArray, 130, 999)
179 T(sampler2DArray, 130, 300)
180 T(samplerCubeArray, 400, 999)
181 T(sampler2DRect, 140, 999)
182 T(samplerBuffer, 140, 999)
183 T(sampler2DMS, 150, 310)
184 T(sampler2DMSArray, 150, 999)
185
186 T(isampler1D, 130, 999)
187 T(isampler2D, 130, 300)
188 T(isampler3D, 130, 300)
189 T(isamplerCube, 130, 300)
190 T(isampler1DArray, 130, 999)
191 T(isampler2DArray, 130, 300)
192 T(isamplerCubeArray, 400, 999)
193 T(isampler2DRect, 140, 999)
194 T(isamplerBuffer, 140, 999)
195 T(isampler2DMS, 150, 310)
196 T(isampler2DMSArray, 150, 999)
197
198 T(usampler1D, 130, 999)
199 T(usampler2D, 130, 300)
200 T(usampler3D, 130, 300)
201 T(usamplerCube, 130, 300)
202 T(usampler1DArray, 130, 999)
203 T(usampler2DArray, 130, 300)
204 T(usamplerCubeArray, 400, 999)
205 T(usampler2DRect, 140, 999)
206 T(usamplerBuffer, 140, 999)
207 T(usampler2DMS, 150, 310)
208 T(usampler2DMSArray, 150, 999)
209
210 T(sampler1DShadow, 110, 999)
211 T(sampler2DShadow, 110, 300)
212 T(samplerCubeShadow, 130, 300)
213 T(sampler1DArrayShadow, 130, 999)
214 T(sampler2DArrayShadow, 130, 300)
215 T(samplerCubeArrayShadow, 400, 999)
216 T(sampler2DRectShadow, 140, 999)
217
218 T(struct_gl_DepthRangeParameters, 110, 100)
219
220 T(image1D, 420, 999)
221 T(image2D, 420, 310)
222 T(image3D, 420, 310)
223 T(image2DRect, 420, 999)
224 T(imageCube, 420, 310)
225 T(imageBuffer, 420, 999)
226 T(image1DArray, 420, 999)
227 T(image2DArray, 420, 310)
228 T(imageCubeArray, 420, 999)
229 T(image2DMS, 420, 999)
230 T(image2DMSArray, 420, 999)
231 T(iimage1D, 420, 999)
232 T(iimage2D, 420, 310)
233 T(iimage3D, 420, 310)
234 T(iimage2DRect, 420, 999)
235 T(iimageCube, 420, 310)
236 T(iimageBuffer, 420, 999)
237 T(iimage1DArray, 420, 999)
238 T(iimage2DArray, 420, 310)
239 T(iimageCubeArray, 420, 999)
240 T(iimage2DMS, 420, 999)
241 T(iimage2DMSArray, 420, 999)
242 T(uimage1D, 420, 999)
243 T(uimage2D, 420, 310)
244 T(uimage3D, 420, 310)
245 T(uimage2DRect, 420, 999)
246 T(uimageCube, 420, 310)
247 T(uimageBuffer, 420, 999)
248 T(uimage1DArray, 420, 999)
249 T(uimage2DArray, 420, 310)
250 T(uimageCubeArray, 420, 999)
251 T(uimage2DMS, 420, 999)
252 T(uimage2DMSArray, 420, 999)
253
254 T(atomic_uint, 420, 310)
255 };
256
257 static const glsl_type *const deprecated_types[] = {
258 glsl_type::struct_gl_PointParameters_type,
259 glsl_type::struct_gl_MaterialParameters_type,
260 glsl_type::struct_gl_LightSourceParameters_type,
261 glsl_type::struct_gl_LightModelParameters_type,
262 glsl_type::struct_gl_LightModelProducts_type,
263 glsl_type::struct_gl_LightProducts_type,
264 glsl_type::struct_gl_FogParameters_type,
265 };
266
267 static inline void
268 add_type(glsl_symbol_table *symbols, const glsl_type *const type)
269 {
270 symbols->add_type(type->name, type);
271 }
272
273 /**
274 * Populate the symbol table with available built-in types.
275 */
276 void
277 _mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *state)
278 {
279 struct glsl_symbol_table *symbols = state->symbols;
280
281 for (unsigned i = 0; i < ARRAY_SIZE(builtin_type_versions); i++) {
282 const struct builtin_type_versions *const t = &builtin_type_versions[i];
283 if (state->is_version(t->min_gl, t->min_es)) {
284 add_type(symbols, t->type);
285 }
286 }
287
288 /* Add deprecated structure types. While these were deprecated in 1.30,
289 * they're still present. We've removed them in 1.40+ (OpenGL 3.1+).
290 */
291 if (!state->es_shader && state->language_version < 140) {
292 for (unsigned i = 0; i < ARRAY_SIZE(deprecated_types); i++) {
293 add_type(symbols, deprecated_types[i]);
294 }
295 }
296
297 /* Add types for enabled extensions. They may have already been added
298 * by the version-based loop, but attempting to add them a second time
299 * is harmless.
300 */
301 if (state->ARB_texture_cube_map_array_enable) {
302 add_type(symbols, glsl_type::samplerCubeArray_type);
303 add_type(symbols, glsl_type::samplerCubeArrayShadow_type);
304 add_type(symbols, glsl_type::isamplerCubeArray_type);
305 add_type(symbols, glsl_type::usamplerCubeArray_type);
306 }
307
308 if (state->ARB_texture_multisample_enable ||
309 state->OES_texture_storage_multisample_2d_array_enable) {
310 add_type(symbols, glsl_type::sampler2DMS_type);
311 add_type(symbols, glsl_type::isampler2DMS_type);
312 add_type(symbols, glsl_type::usampler2DMS_type);
313 add_type(symbols, glsl_type::sampler2DMSArray_type);
314 add_type(symbols, glsl_type::isampler2DMSArray_type);
315 add_type(symbols, glsl_type::usampler2DMSArray_type);
316 }
317
318 if (state->ARB_texture_rectangle_enable) {
319 add_type(symbols, glsl_type::sampler2DRect_type);
320 add_type(symbols, glsl_type::sampler2DRectShadow_type);
321 }
322
323 if (state->EXT_texture_array_enable) {
324 add_type(symbols, glsl_type::sampler1DArray_type);
325 add_type(symbols, glsl_type::sampler2DArray_type);
326 add_type(symbols, glsl_type::sampler1DArrayShadow_type);
327 add_type(symbols, glsl_type::sampler2DArrayShadow_type);
328 }
329
330 if (state->OES_EGL_image_external_enable) {
331 add_type(symbols, glsl_type::samplerExternalOES_type);
332 }
333
334 if (state->OES_texture_3D_enable) {
335 add_type(symbols, glsl_type::sampler3D_type);
336 }
337
338 if (state->ARB_shader_image_load_store_enable) {
339 add_type(symbols, glsl_type::image1D_type);
340 add_type(symbols, glsl_type::image2D_type);
341 add_type(symbols, glsl_type::image3D_type);
342 add_type(symbols, glsl_type::image2DRect_type);
343 add_type(symbols, glsl_type::imageCube_type);
344 add_type(symbols, glsl_type::imageBuffer_type);
345 add_type(symbols, glsl_type::image1DArray_type);
346 add_type(symbols, glsl_type::image2DArray_type);
347 add_type(symbols, glsl_type::imageCubeArray_type);
348 add_type(symbols, glsl_type::image2DMS_type);
349 add_type(symbols, glsl_type::image2DMSArray_type);
350 add_type(symbols, glsl_type::iimage1D_type);
351 add_type(symbols, glsl_type::iimage2D_type);
352 add_type(symbols, glsl_type::iimage3D_type);
353 add_type(symbols, glsl_type::iimage2DRect_type);
354 add_type(symbols, glsl_type::iimageCube_type);
355 add_type(symbols, glsl_type::iimageBuffer_type);
356 add_type(symbols, glsl_type::iimage1DArray_type);
357 add_type(symbols, glsl_type::iimage2DArray_type);
358 add_type(symbols, glsl_type::iimageCubeArray_type);
359 add_type(symbols, glsl_type::iimage2DMS_type);
360 add_type(symbols, glsl_type::iimage2DMSArray_type);
361 add_type(symbols, glsl_type::uimage1D_type);
362 add_type(symbols, glsl_type::uimage2D_type);
363 add_type(symbols, glsl_type::uimage3D_type);
364 add_type(symbols, glsl_type::uimage2DRect_type);
365 add_type(symbols, glsl_type::uimageCube_type);
366 add_type(symbols, glsl_type::uimageBuffer_type);
367 add_type(symbols, glsl_type::uimage1DArray_type);
368 add_type(symbols, glsl_type::uimage2DArray_type);
369 add_type(symbols, glsl_type::uimageCubeArray_type);
370 add_type(symbols, glsl_type::uimage2DMS_type);
371 add_type(symbols, glsl_type::uimage2DMSArray_type);
372 }
373
374 if (state->has_atomic_counters()) {
375 add_type(symbols, glsl_type::atomic_uint_type);
376 }
377
378 if (state->ARB_gpu_shader_fp64_enable) {
379 add_type(symbols, glsl_type::double_type);
380 add_type(symbols, glsl_type::dvec2_type);
381 add_type(symbols, glsl_type::dvec3_type);
382 add_type(symbols, glsl_type::dvec4_type);
383 add_type(symbols, glsl_type::dmat2_type);
384 add_type(symbols, glsl_type::dmat3_type);
385 add_type(symbols, glsl_type::dmat4_type);
386 add_type(symbols, glsl_type::dmat2x3_type);
387 add_type(symbols, glsl_type::dmat2x4_type);
388 add_type(symbols, glsl_type::dmat3x2_type);
389 add_type(symbols, glsl_type::dmat3x4_type);
390 add_type(symbols, glsl_type::dmat4x2_type);
391 add_type(symbols, glsl_type::dmat4x3_type);
392 }
393 }
394 /** @} */