st/mesa: get rid of st_glsl_types
[mesa.git] / src / compiler / glsl_types.cpp
1 /*
2 * Copyright © 2009 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 #include <stdio.h>
25 #include "main/macros.h"
26 #include "compiler/glsl/glsl_parser_extras.h"
27 #include "glsl_types.h"
28 #include "util/hash_table.h"
29
30
31 mtx_t glsl_type::mem_mutex = _MTX_INITIALIZER_NP;
32 mtx_t glsl_type::hash_mutex = _MTX_INITIALIZER_NP;
33 hash_table *glsl_type::array_types = NULL;
34 hash_table *glsl_type::record_types = NULL;
35 hash_table *glsl_type::interface_types = NULL;
36 hash_table *glsl_type::function_types = NULL;
37 hash_table *glsl_type::subroutine_types = NULL;
38 void *glsl_type::mem_ctx = NULL;
39
40 void
41 glsl_type::init_ralloc_type_ctx(void)
42 {
43 if (glsl_type::mem_ctx == NULL) {
44 glsl_type::mem_ctx = ralloc_context(NULL);
45 assert(glsl_type::mem_ctx != NULL);
46 }
47 }
48
49 glsl_type::glsl_type(GLenum gl_type,
50 glsl_base_type base_type, unsigned vector_elements,
51 unsigned matrix_columns, const char *name) :
52 gl_type(gl_type),
53 base_type(base_type),
54 sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
55 sampled_type(0), interface_packing(0), interface_row_major(0),
56 vector_elements(vector_elements), matrix_columns(matrix_columns),
57 length(0)
58 {
59 /* Values of these types must fit in the two bits of
60 * glsl_type::sampled_type.
61 */
62 STATIC_ASSERT((unsigned(GLSL_TYPE_UINT) & 3) == unsigned(GLSL_TYPE_UINT));
63 STATIC_ASSERT((unsigned(GLSL_TYPE_INT) & 3) == unsigned(GLSL_TYPE_INT));
64 STATIC_ASSERT((unsigned(GLSL_TYPE_FLOAT) & 3) == unsigned(GLSL_TYPE_FLOAT));
65
66 mtx_lock(&glsl_type::mem_mutex);
67
68 init_ralloc_type_ctx();
69 assert(name != NULL);
70 this->name = ralloc_strdup(this->mem_ctx, name);
71
72 mtx_unlock(&glsl_type::mem_mutex);
73
74 /* Neither dimension is zero or both dimensions are zero.
75 */
76 assert((vector_elements == 0) == (matrix_columns == 0));
77 memset(& fields, 0, sizeof(fields));
78 }
79
80 glsl_type::glsl_type(GLenum gl_type, glsl_base_type base_type,
81 enum glsl_sampler_dim dim, bool shadow, bool array,
82 unsigned type, const char *name) :
83 gl_type(gl_type),
84 base_type(base_type),
85 sampler_dimensionality(dim), sampler_shadow(shadow),
86 sampler_array(array), sampled_type(type), interface_packing(0),
87 interface_row_major(0), length(0)
88 {
89 mtx_lock(&glsl_type::mem_mutex);
90
91 init_ralloc_type_ctx();
92 assert(name != NULL);
93 this->name = ralloc_strdup(this->mem_ctx, name);
94
95 mtx_unlock(&glsl_type::mem_mutex);
96
97 memset(& fields, 0, sizeof(fields));
98
99 matrix_columns = vector_elements = 1;
100 }
101
102 glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
103 const char *name) :
104 gl_type(0),
105 base_type(GLSL_TYPE_STRUCT),
106 sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
107 sampled_type(0), interface_packing(0), interface_row_major(0),
108 vector_elements(0), matrix_columns(0),
109 length(num_fields)
110 {
111 unsigned int i;
112
113 mtx_lock(&glsl_type::mem_mutex);
114
115 init_ralloc_type_ctx();
116 assert(name != NULL);
117 this->name = ralloc_strdup(this->mem_ctx, name);
118 this->fields.structure = ralloc_array(this->mem_ctx,
119 glsl_struct_field, length);
120
121 for (i = 0; i < length; i++) {
122 this->fields.structure[i] = fields[i];
123 this->fields.structure[i].name = ralloc_strdup(this->fields.structure,
124 fields[i].name);
125 }
126
127 mtx_unlock(&glsl_type::mem_mutex);
128 }
129
130 glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
131 enum glsl_interface_packing packing,
132 bool row_major, const char *name) :
133 gl_type(0),
134 base_type(GLSL_TYPE_INTERFACE),
135 sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
136 sampled_type(0), interface_packing((unsigned) packing),
137 interface_row_major((unsigned) row_major),
138 vector_elements(0), matrix_columns(0),
139 length(num_fields)
140 {
141 unsigned int i;
142
143 mtx_lock(&glsl_type::mem_mutex);
144
145 init_ralloc_type_ctx();
146 assert(name != NULL);
147 this->name = ralloc_strdup(this->mem_ctx, name);
148 this->fields.structure = rzalloc_array(this->mem_ctx,
149 glsl_struct_field, length);
150 for (i = 0; i < length; i++) {
151 this->fields.structure[i] = fields[i];
152 this->fields.structure[i].name = ralloc_strdup(this->fields.structure,
153 fields[i].name);
154 }
155
156 mtx_unlock(&glsl_type::mem_mutex);
157 }
158
159 glsl_type::glsl_type(const glsl_type *return_type,
160 const glsl_function_param *params, unsigned num_params) :
161 gl_type(0),
162 base_type(GLSL_TYPE_FUNCTION),
163 sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
164 sampled_type(0), interface_packing(0), interface_row_major(0),
165 vector_elements(0), matrix_columns(0),
166 length(num_params)
167 {
168 unsigned int i;
169
170 mtx_lock(&glsl_type::mem_mutex);
171
172 init_ralloc_type_ctx();
173
174 this->fields.parameters = rzalloc_array(this->mem_ctx,
175 glsl_function_param, num_params + 1);
176
177 /* We store the return type as the first parameter */
178 this->fields.parameters[0].type = return_type;
179 this->fields.parameters[0].in = false;
180 this->fields.parameters[0].out = true;
181
182 /* We store the i'th parameter in slot i+1 */
183 for (i = 0; i < length; i++) {
184 this->fields.parameters[i + 1].type = params[i].type;
185 this->fields.parameters[i + 1].in = params[i].in;
186 this->fields.parameters[i + 1].out = params[i].out;
187 }
188
189 mtx_unlock(&glsl_type::mem_mutex);
190 }
191
192 glsl_type::glsl_type(const char *subroutine_name) :
193 gl_type(0),
194 base_type(GLSL_TYPE_SUBROUTINE),
195 sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
196 sampled_type(0), interface_packing(0), interface_row_major(0),
197 vector_elements(1), matrix_columns(1),
198 length(0)
199 {
200 mtx_lock(&glsl_type::mem_mutex);
201
202 init_ralloc_type_ctx();
203 assert(subroutine_name != NULL);
204 this->name = ralloc_strdup(this->mem_ctx, subroutine_name);
205 mtx_unlock(&glsl_type::mem_mutex);
206 }
207
208 bool
209 glsl_type::contains_sampler() const
210 {
211 if (this->is_array()) {
212 return this->fields.array->contains_sampler();
213 } else if (this->is_record() || this->is_interface()) {
214 for (unsigned int i = 0; i < this->length; i++) {
215 if (this->fields.structure[i].type->contains_sampler())
216 return true;
217 }
218 return false;
219 } else {
220 return this->is_sampler();
221 }
222 }
223
224 bool
225 glsl_type::contains_array() const
226 {
227 if (this->is_record() || this->is_interface()) {
228 for (unsigned int i = 0; i < this->length; i++) {
229 if (this->fields.structure[i].type->contains_array())
230 return true;
231 }
232 return false;
233 } else {
234 return this->is_array();
235 }
236 }
237
238 bool
239 glsl_type::contains_integer() const
240 {
241 if (this->is_array()) {
242 return this->fields.array->contains_integer();
243 } else if (this->is_record() || this->is_interface()) {
244 for (unsigned int i = 0; i < this->length; i++) {
245 if (this->fields.structure[i].type->contains_integer())
246 return true;
247 }
248 return false;
249 } else {
250 return this->is_integer();
251 }
252 }
253
254 bool
255 glsl_type::contains_double() const
256 {
257 if (this->is_array()) {
258 return this->fields.array->contains_double();
259 } else if (this->is_record() || this->is_interface()) {
260 for (unsigned int i = 0; i < this->length; i++) {
261 if (this->fields.structure[i].type->contains_double())
262 return true;
263 }
264 return false;
265 } else {
266 return this->is_double();
267 }
268 }
269
270 bool
271 glsl_type::contains_opaque() const {
272 switch (base_type) {
273 case GLSL_TYPE_SAMPLER:
274 case GLSL_TYPE_IMAGE:
275 case GLSL_TYPE_ATOMIC_UINT:
276 return true;
277 case GLSL_TYPE_ARRAY:
278 return fields.array->contains_opaque();
279 case GLSL_TYPE_STRUCT:
280 case GLSL_TYPE_INTERFACE:
281 for (unsigned int i = 0; i < length; i++) {
282 if (fields.structure[i].type->contains_opaque())
283 return true;
284 }
285 return false;
286 default:
287 return false;
288 }
289 }
290
291 bool
292 glsl_type::contains_subroutine() const
293 {
294 if (this->is_array()) {
295 return this->fields.array->contains_subroutine();
296 } else if (this->is_record() || this->is_interface()) {
297 for (unsigned int i = 0; i < this->length; i++) {
298 if (this->fields.structure[i].type->contains_subroutine())
299 return true;
300 }
301 return false;
302 } else {
303 return this->is_subroutine();
304 }
305 }
306
307 gl_texture_index
308 glsl_type::sampler_index() const
309 {
310 const glsl_type *const t = (this->is_array()) ? this->fields.array : this;
311
312 assert(t->is_sampler() || t->is_image());
313
314 switch (t->sampler_dimensionality) {
315 case GLSL_SAMPLER_DIM_1D:
316 return (t->sampler_array) ? TEXTURE_1D_ARRAY_INDEX : TEXTURE_1D_INDEX;
317 case GLSL_SAMPLER_DIM_2D:
318 return (t->sampler_array) ? TEXTURE_2D_ARRAY_INDEX : TEXTURE_2D_INDEX;
319 case GLSL_SAMPLER_DIM_3D:
320 return TEXTURE_3D_INDEX;
321 case GLSL_SAMPLER_DIM_CUBE:
322 return (t->sampler_array) ? TEXTURE_CUBE_ARRAY_INDEX : TEXTURE_CUBE_INDEX;
323 case GLSL_SAMPLER_DIM_RECT:
324 return TEXTURE_RECT_INDEX;
325 case GLSL_SAMPLER_DIM_BUF:
326 return TEXTURE_BUFFER_INDEX;
327 case GLSL_SAMPLER_DIM_EXTERNAL:
328 return TEXTURE_EXTERNAL_INDEX;
329 case GLSL_SAMPLER_DIM_MS:
330 return (t->sampler_array) ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX : TEXTURE_2D_MULTISAMPLE_INDEX;
331 default:
332 assert(!"Should not get here.");
333 return TEXTURE_BUFFER_INDEX;
334 }
335 }
336
337 bool
338 glsl_type::contains_image() const
339 {
340 if (this->is_array()) {
341 return this->fields.array->contains_image();
342 } else if (this->is_record() || this->is_interface()) {
343 for (unsigned int i = 0; i < this->length; i++) {
344 if (this->fields.structure[i].type->contains_image())
345 return true;
346 }
347 return false;
348 } else {
349 return this->is_image();
350 }
351 }
352
353 const glsl_type *glsl_type::get_base_type() const
354 {
355 switch (base_type) {
356 case GLSL_TYPE_UINT:
357 return uint_type;
358 case GLSL_TYPE_INT:
359 return int_type;
360 case GLSL_TYPE_FLOAT:
361 return float_type;
362 case GLSL_TYPE_DOUBLE:
363 return double_type;
364 case GLSL_TYPE_BOOL:
365 return bool_type;
366 case GLSL_TYPE_UINT64:
367 return uint64_t_type;
368 case GLSL_TYPE_INT64:
369 return int64_t_type;
370 default:
371 return error_type;
372 }
373 }
374
375
376 const glsl_type *glsl_type::get_scalar_type() const
377 {
378 const glsl_type *type = this;
379
380 /* Handle arrays */
381 while (type->base_type == GLSL_TYPE_ARRAY)
382 type = type->fields.array;
383
384 /* Handle vectors and matrices */
385 switch (type->base_type) {
386 case GLSL_TYPE_UINT:
387 return uint_type;
388 case GLSL_TYPE_INT:
389 return int_type;
390 case GLSL_TYPE_FLOAT:
391 return float_type;
392 case GLSL_TYPE_DOUBLE:
393 return double_type;
394 case GLSL_TYPE_BOOL:
395 return bool_type;
396 case GLSL_TYPE_UINT64:
397 return uint64_t_type;
398 case GLSL_TYPE_INT64:
399 return int64_t_type;
400 default:
401 /* Handle everything else */
402 return type;
403 }
404 }
405
406
407 void
408 _mesa_glsl_release_types(void)
409 {
410 /* Should only be called during atexit (either when unloading shared
411 * object, or if process terminates), so no mutex-locking should be
412 * necessary.
413 */
414 if (glsl_type::array_types != NULL) {
415 _mesa_hash_table_destroy(glsl_type::array_types, NULL);
416 glsl_type::array_types = NULL;
417 }
418
419 if (glsl_type::record_types != NULL) {
420 _mesa_hash_table_destroy(glsl_type::record_types, NULL);
421 glsl_type::record_types = NULL;
422 }
423
424 if (glsl_type::interface_types != NULL) {
425 _mesa_hash_table_destroy(glsl_type::interface_types, NULL);
426 glsl_type::interface_types = NULL;
427 }
428
429 if (glsl_type::function_types != NULL) {
430 _mesa_hash_table_destroy(glsl_type::function_types, NULL);
431 glsl_type::function_types = NULL;
432 }
433
434 if (glsl_type::subroutine_types != NULL) {
435 _mesa_hash_table_destroy(glsl_type::subroutine_types, NULL);
436 glsl_type::subroutine_types = NULL;
437 }
438
439 ralloc_free(glsl_type::mem_ctx);
440 glsl_type::mem_ctx = NULL;
441 }
442
443
444 glsl_type::glsl_type(const glsl_type *array, unsigned length) :
445 base_type(GLSL_TYPE_ARRAY),
446 sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
447 sampled_type(0), interface_packing(0), interface_row_major(0),
448 vector_elements(0), matrix_columns(0),
449 length(length), name(NULL)
450 {
451 this->fields.array = array;
452 /* Inherit the gl type of the base. The GL type is used for
453 * uniform/statevar handling in Mesa and the arrayness of the type
454 * is represented by the size rather than the type.
455 */
456 this->gl_type = array->gl_type;
457
458 /* Allow a maximum of 10 characters for the array size. This is enough
459 * for 32-bits of ~0. The extra 3 are for the '[', ']', and terminating
460 * NUL.
461 */
462 const unsigned name_length = strlen(array->name) + 10 + 3;
463
464 mtx_lock(&glsl_type::mem_mutex);
465 char *const n = (char *) ralloc_size(this->mem_ctx, name_length);
466 mtx_unlock(&glsl_type::mem_mutex);
467
468 if (length == 0)
469 snprintf(n, name_length, "%s[]", array->name);
470 else {
471 /* insert outermost dimensions in the correct spot
472 * otherwise the dimension order will be backwards
473 */
474 const char *pos = strchr(array->name, '[');
475 if (pos) {
476 int idx = pos - array->name;
477 snprintf(n, idx+1, "%s", array->name);
478 snprintf(n + idx, name_length - idx, "[%u]%s",
479 length, array->name + idx);
480 } else {
481 snprintf(n, name_length, "%s[%u]", array->name, length);
482 }
483 }
484
485 this->name = n;
486 }
487
488
489 const glsl_type *
490 glsl_type::vec(unsigned components)
491 {
492 if (components == 0 || components > 4)
493 return error_type;
494
495 static const glsl_type *const ts[] = {
496 float_type, vec2_type, vec3_type, vec4_type
497 };
498 return ts[components - 1];
499 }
500
501 const glsl_type *
502 glsl_type::dvec(unsigned components)
503 {
504 if (components == 0 || components > 4)
505 return error_type;
506
507 static const glsl_type *const ts[] = {
508 double_type, dvec2_type, dvec3_type, dvec4_type
509 };
510 return ts[components - 1];
511 }
512
513 const glsl_type *
514 glsl_type::ivec(unsigned components)
515 {
516 if (components == 0 || components > 4)
517 return error_type;
518
519 static const glsl_type *const ts[] = {
520 int_type, ivec2_type, ivec3_type, ivec4_type
521 };
522 return ts[components - 1];
523 }
524
525
526 const glsl_type *
527 glsl_type::uvec(unsigned components)
528 {
529 if (components == 0 || components > 4)
530 return error_type;
531
532 static const glsl_type *const ts[] = {
533 uint_type, uvec2_type, uvec3_type, uvec4_type
534 };
535 return ts[components - 1];
536 }
537
538
539 const glsl_type *
540 glsl_type::bvec(unsigned components)
541 {
542 if (components == 0 || components > 4)
543 return error_type;
544
545 static const glsl_type *const ts[] = {
546 bool_type, bvec2_type, bvec3_type, bvec4_type
547 };
548 return ts[components - 1];
549 }
550
551
552 const glsl_type *
553 glsl_type::i64vec(unsigned components)
554 {
555 if (components == 0 || components > 4)
556 return error_type;
557
558 static const glsl_type *const ts[] = {
559 int64_t_type, i64vec2_type, i64vec3_type, i64vec4_type
560 };
561 return ts[components - 1];
562 }
563
564
565 const glsl_type *
566 glsl_type::u64vec(unsigned components)
567 {
568 if (components == 0 || components > 4)
569 return error_type;
570
571 static const glsl_type *const ts[] = {
572 uint64_t_type, u64vec2_type, u64vec3_type, u64vec4_type
573 };
574 return ts[components - 1];
575 }
576
577 const glsl_type *
578 glsl_type::get_instance(unsigned base_type, unsigned rows, unsigned columns)
579 {
580 if (base_type == GLSL_TYPE_VOID)
581 return void_type;
582
583 if ((rows < 1) || (rows > 4) || (columns < 1) || (columns > 4))
584 return error_type;
585
586 /* Treat GLSL vectors as Nx1 matrices.
587 */
588 if (columns == 1) {
589 switch (base_type) {
590 case GLSL_TYPE_UINT:
591 return uvec(rows);
592 case GLSL_TYPE_INT:
593 return ivec(rows);
594 case GLSL_TYPE_FLOAT:
595 return vec(rows);
596 case GLSL_TYPE_DOUBLE:
597 return dvec(rows);
598 case GLSL_TYPE_BOOL:
599 return bvec(rows);
600 case GLSL_TYPE_UINT64:
601 return u64vec(rows);
602 case GLSL_TYPE_INT64:
603 return i64vec(rows);
604 default:
605 return error_type;
606 }
607 } else {
608 if ((base_type != GLSL_TYPE_FLOAT && base_type != GLSL_TYPE_DOUBLE) || (rows == 1))
609 return error_type;
610
611 /* GLSL matrix types are named mat{COLUMNS}x{ROWS}. Only the following
612 * combinations are valid:
613 *
614 * 1 2 3 4
615 * 1
616 * 2 x x x
617 * 3 x x x
618 * 4 x x x
619 */
620 #define IDX(c,r) (((c-1)*3) + (r-1))
621
622 if (base_type == GLSL_TYPE_DOUBLE) {
623 switch (IDX(columns, rows)) {
624 case IDX(2,2): return dmat2_type;
625 case IDX(2,3): return dmat2x3_type;
626 case IDX(2,4): return dmat2x4_type;
627 case IDX(3,2): return dmat3x2_type;
628 case IDX(3,3): return dmat3_type;
629 case IDX(3,4): return dmat3x4_type;
630 case IDX(4,2): return dmat4x2_type;
631 case IDX(4,3): return dmat4x3_type;
632 case IDX(4,4): return dmat4_type;
633 default: return error_type;
634 }
635 } else {
636 switch (IDX(columns, rows)) {
637 case IDX(2,2): return mat2_type;
638 case IDX(2,3): return mat2x3_type;
639 case IDX(2,4): return mat2x4_type;
640 case IDX(3,2): return mat3x2_type;
641 case IDX(3,3): return mat3_type;
642 case IDX(3,4): return mat3x4_type;
643 case IDX(4,2): return mat4x2_type;
644 case IDX(4,3): return mat4x3_type;
645 case IDX(4,4): return mat4_type;
646 default: return error_type;
647 }
648 }
649 }
650
651 assert(!"Should not get here.");
652 return error_type;
653 }
654
655 const glsl_type *
656 glsl_type::get_sampler_instance(enum glsl_sampler_dim dim,
657 bool shadow,
658 bool array,
659 glsl_base_type type)
660 {
661 switch (type) {
662 case GLSL_TYPE_FLOAT:
663 switch (dim) {
664 case GLSL_SAMPLER_DIM_1D:
665 if (shadow)
666 return (array ? sampler1DArrayShadow_type : sampler1DShadow_type);
667 else
668 return (array ? sampler1DArray_type : sampler1D_type);
669 case GLSL_SAMPLER_DIM_2D:
670 if (shadow)
671 return (array ? sampler2DArrayShadow_type : sampler2DShadow_type);
672 else
673 return (array ? sampler2DArray_type : sampler2D_type);
674 case GLSL_SAMPLER_DIM_3D:
675 if (shadow || array)
676 return error_type;
677 else
678 return sampler3D_type;
679 case GLSL_SAMPLER_DIM_CUBE:
680 if (shadow)
681 return (array ? samplerCubeArrayShadow_type : samplerCubeShadow_type);
682 else
683 return (array ? samplerCubeArray_type : samplerCube_type);
684 case GLSL_SAMPLER_DIM_RECT:
685 if (array)
686 return error_type;
687 if (shadow)
688 return sampler2DRectShadow_type;
689 else
690 return sampler2DRect_type;
691 case GLSL_SAMPLER_DIM_BUF:
692 if (shadow || array)
693 return error_type;
694 else
695 return samplerBuffer_type;
696 case GLSL_SAMPLER_DIM_MS:
697 if (shadow)
698 return error_type;
699 return (array ? sampler2DMSArray_type : sampler2DMS_type);
700 case GLSL_SAMPLER_DIM_EXTERNAL:
701 if (shadow || array)
702 return error_type;
703 else
704 return samplerExternalOES_type;
705 case GLSL_SAMPLER_DIM_SUBPASS:
706 case GLSL_SAMPLER_DIM_SUBPASS_MS:
707 return error_type;
708 }
709 case GLSL_TYPE_INT:
710 if (shadow)
711 return error_type;
712 switch (dim) {
713 case GLSL_SAMPLER_DIM_1D:
714 return (array ? isampler1DArray_type : isampler1D_type);
715 case GLSL_SAMPLER_DIM_2D:
716 return (array ? isampler2DArray_type : isampler2D_type);
717 case GLSL_SAMPLER_DIM_3D:
718 if (array)
719 return error_type;
720 return isampler3D_type;
721 case GLSL_SAMPLER_DIM_CUBE:
722 return (array ? isamplerCubeArray_type : isamplerCube_type);
723 case GLSL_SAMPLER_DIM_RECT:
724 if (array)
725 return error_type;
726 return isampler2DRect_type;
727 case GLSL_SAMPLER_DIM_BUF:
728 if (array)
729 return error_type;
730 return isamplerBuffer_type;
731 case GLSL_SAMPLER_DIM_MS:
732 return (array ? isampler2DMSArray_type : isampler2DMS_type);
733 case GLSL_SAMPLER_DIM_EXTERNAL:
734 return error_type;
735 case GLSL_SAMPLER_DIM_SUBPASS:
736 case GLSL_SAMPLER_DIM_SUBPASS_MS:
737 return error_type;
738 }
739 case GLSL_TYPE_UINT:
740 if (shadow)
741 return error_type;
742 switch (dim) {
743 case GLSL_SAMPLER_DIM_1D:
744 return (array ? usampler1DArray_type : usampler1D_type);
745 case GLSL_SAMPLER_DIM_2D:
746 return (array ? usampler2DArray_type : usampler2D_type);
747 case GLSL_SAMPLER_DIM_3D:
748 if (array)
749 return error_type;
750 return usampler3D_type;
751 case GLSL_SAMPLER_DIM_CUBE:
752 return (array ? usamplerCubeArray_type : usamplerCube_type);
753 case GLSL_SAMPLER_DIM_RECT:
754 if (array)
755 return error_type;
756 return usampler2DRect_type;
757 case GLSL_SAMPLER_DIM_BUF:
758 if (array)
759 return error_type;
760 return usamplerBuffer_type;
761 case GLSL_SAMPLER_DIM_MS:
762 return (array ? usampler2DMSArray_type : usampler2DMS_type);
763 case GLSL_SAMPLER_DIM_EXTERNAL:
764 return error_type;
765 case GLSL_SAMPLER_DIM_SUBPASS:
766 case GLSL_SAMPLER_DIM_SUBPASS_MS:
767 return error_type;
768 }
769 default:
770 return error_type;
771 }
772
773 unreachable("switch statement above should be complete");
774 }
775
776 const glsl_type *
777 glsl_type::get_image_instance(enum glsl_sampler_dim dim,
778 bool array, glsl_base_type type)
779 {
780 switch (type) {
781 case GLSL_TYPE_FLOAT:
782 switch (dim) {
783 case GLSL_SAMPLER_DIM_1D:
784 return (array ? image1DArray_type : image1D_type);
785 case GLSL_SAMPLER_DIM_2D:
786 return (array ? image2DArray_type : image2D_type);
787 case GLSL_SAMPLER_DIM_3D:
788 return image3D_type;
789 case GLSL_SAMPLER_DIM_CUBE:
790 return (array ? imageCubeArray_type : imageCube_type);
791 case GLSL_SAMPLER_DIM_RECT:
792 if (array)
793 return error_type;
794 else
795 return image2DRect_type;
796 case GLSL_SAMPLER_DIM_BUF:
797 if (array)
798 return error_type;
799 else
800 return imageBuffer_type;
801 case GLSL_SAMPLER_DIM_MS:
802 return (array ? image2DMSArray_type : image2DMS_type);
803 case GLSL_SAMPLER_DIM_SUBPASS:
804 return subpassInput_type;
805 case GLSL_SAMPLER_DIM_SUBPASS_MS:
806 return subpassInputMS_type;
807 case GLSL_SAMPLER_DIM_EXTERNAL:
808 return error_type;
809 }
810 case GLSL_TYPE_INT:
811 switch (dim) {
812 case GLSL_SAMPLER_DIM_1D:
813 return (array ? iimage1DArray_type : iimage1D_type);
814 case GLSL_SAMPLER_DIM_2D:
815 return (array ? iimage2DArray_type : iimage2D_type);
816 case GLSL_SAMPLER_DIM_3D:
817 if (array)
818 return error_type;
819 return iimage3D_type;
820 case GLSL_SAMPLER_DIM_CUBE:
821 return (array ? iimageCubeArray_type : iimageCube_type);
822 case GLSL_SAMPLER_DIM_RECT:
823 if (array)
824 return error_type;
825 return iimage2DRect_type;
826 case GLSL_SAMPLER_DIM_BUF:
827 if (array)
828 return error_type;
829 return iimageBuffer_type;
830 case GLSL_SAMPLER_DIM_MS:
831 return (array ? iimage2DMSArray_type : iimage2DMS_type);
832 case GLSL_SAMPLER_DIM_SUBPASS:
833 return isubpassInput_type;
834 case GLSL_SAMPLER_DIM_SUBPASS_MS:
835 return isubpassInputMS_type;
836 case GLSL_SAMPLER_DIM_EXTERNAL:
837 return error_type;
838 }
839 case GLSL_TYPE_UINT:
840 switch (dim) {
841 case GLSL_SAMPLER_DIM_1D:
842 return (array ? uimage1DArray_type : uimage1D_type);
843 case GLSL_SAMPLER_DIM_2D:
844 return (array ? uimage2DArray_type : uimage2D_type);
845 case GLSL_SAMPLER_DIM_3D:
846 if (array)
847 return error_type;
848 return uimage3D_type;
849 case GLSL_SAMPLER_DIM_CUBE:
850 return (array ? uimageCubeArray_type : uimageCube_type);
851 case GLSL_SAMPLER_DIM_RECT:
852 if (array)
853 return error_type;
854 return uimage2DRect_type;
855 case GLSL_SAMPLER_DIM_BUF:
856 if (array)
857 return error_type;
858 return uimageBuffer_type;
859 case GLSL_SAMPLER_DIM_MS:
860 return (array ? uimage2DMSArray_type : uimage2DMS_type);
861 case GLSL_SAMPLER_DIM_SUBPASS:
862 return usubpassInput_type;
863 case GLSL_SAMPLER_DIM_SUBPASS_MS:
864 return usubpassInputMS_type;
865 case GLSL_SAMPLER_DIM_EXTERNAL:
866 return error_type;
867 }
868 default:
869 return error_type;
870 }
871
872 unreachable("switch statement above should be complete");
873 }
874
875 const glsl_type *
876 glsl_type::get_array_instance(const glsl_type *base, unsigned array_size)
877 {
878 /* Generate a name using the base type pointer in the key. This is
879 * done because the name of the base type may not be unique across
880 * shaders. For example, two shaders may have different record types
881 * named 'foo'.
882 */
883 char key[128];
884 snprintf(key, sizeof(key), "%p[%u]", (void *) base, array_size);
885
886 mtx_lock(&glsl_type::hash_mutex);
887
888 if (array_types == NULL) {
889 array_types = _mesa_hash_table_create(NULL, _mesa_key_hash_string,
890 _mesa_key_string_equal);
891 }
892
893 const struct hash_entry *entry = _mesa_hash_table_search(array_types, key);
894 if (entry == NULL) {
895 const glsl_type *t = new glsl_type(base, array_size);
896
897 entry = _mesa_hash_table_insert(array_types,
898 ralloc_strdup(mem_ctx, key),
899 (void *) t);
900 }
901
902 assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_ARRAY);
903 assert(((glsl_type *) entry->data)->length == array_size);
904 assert(((glsl_type *) entry->data)->fields.array == base);
905
906 mtx_unlock(&glsl_type::hash_mutex);
907
908 return (glsl_type *) entry->data;
909 }
910
911
912 bool
913 glsl_type::record_compare(const glsl_type *b, bool match_locations) const
914 {
915 if (this->length != b->length)
916 return false;
917
918 if (this->interface_packing != b->interface_packing)
919 return false;
920
921 if (this->interface_row_major != b->interface_row_major)
922 return false;
923
924 /* From the GLSL 4.20 specification (Sec 4.2):
925 *
926 * "Structures must have the same name, sequence of type names, and
927 * type definitions, and field names to be considered the same type."
928 *
929 * GLSL ES behaves the same (Ver 1.00 Sec 4.2.4, Ver 3.00 Sec 4.2.5).
930 */
931 if (strcmp(this->name, b->name) != 0)
932 return false;
933
934 for (unsigned i = 0; i < this->length; i++) {
935 if (this->fields.structure[i].type != b->fields.structure[i].type)
936 return false;
937 if (strcmp(this->fields.structure[i].name,
938 b->fields.structure[i].name) != 0)
939 return false;
940 if (this->fields.structure[i].matrix_layout
941 != b->fields.structure[i].matrix_layout)
942 return false;
943 if (match_locations && this->fields.structure[i].location
944 != b->fields.structure[i].location)
945 return false;
946 if (this->fields.structure[i].offset
947 != b->fields.structure[i].offset)
948 return false;
949 if (this->fields.structure[i].interpolation
950 != b->fields.structure[i].interpolation)
951 return false;
952 if (this->fields.structure[i].centroid
953 != b->fields.structure[i].centroid)
954 return false;
955 if (this->fields.structure[i].sample
956 != b->fields.structure[i].sample)
957 return false;
958 if (this->fields.structure[i].patch
959 != b->fields.structure[i].patch)
960 return false;
961 if (this->fields.structure[i].memory_read_only
962 != b->fields.structure[i].memory_read_only)
963 return false;
964 if (this->fields.structure[i].memory_write_only
965 != b->fields.structure[i].memory_write_only)
966 return false;
967 if (this->fields.structure[i].memory_coherent
968 != b->fields.structure[i].memory_coherent)
969 return false;
970 if (this->fields.structure[i].memory_volatile
971 != b->fields.structure[i].memory_volatile)
972 return false;
973 if (this->fields.structure[i].memory_restrict
974 != b->fields.structure[i].memory_restrict)
975 return false;
976 if (this->fields.structure[i].image_format
977 != b->fields.structure[i].image_format)
978 return false;
979 if (this->fields.structure[i].precision
980 != b->fields.structure[i].precision)
981 return false;
982 if (this->fields.structure[i].explicit_xfb_buffer
983 != b->fields.structure[i].explicit_xfb_buffer)
984 return false;
985 if (this->fields.structure[i].xfb_buffer
986 != b->fields.structure[i].xfb_buffer)
987 return false;
988 if (this->fields.structure[i].xfb_stride
989 != b->fields.structure[i].xfb_stride)
990 return false;
991 }
992
993 return true;
994 }
995
996
997 bool
998 glsl_type::record_key_compare(const void *a, const void *b)
999 {
1000 const glsl_type *const key1 = (glsl_type *) a;
1001 const glsl_type *const key2 = (glsl_type *) b;
1002
1003 return strcmp(key1->name, key2->name) == 0 && key1->record_compare(key2);
1004 }
1005
1006
1007 /**
1008 * Generate an integer hash value for a glsl_type structure type.
1009 */
1010 unsigned
1011 glsl_type::record_key_hash(const void *a)
1012 {
1013 const glsl_type *const key = (glsl_type *) a;
1014 uintptr_t hash = key->length;
1015 unsigned retval;
1016
1017 for (unsigned i = 0; i < key->length; i++) {
1018 /* casting pointer to uintptr_t */
1019 hash = (hash * 13 ) + (uintptr_t) key->fields.structure[i].type;
1020 }
1021
1022 if (sizeof(hash) == 8)
1023 retval = (hash & 0xffffffff) ^ ((uint64_t) hash >> 32);
1024 else
1025 retval = hash;
1026
1027 return retval;
1028 }
1029
1030
1031 const glsl_type *
1032 glsl_type::get_record_instance(const glsl_struct_field *fields,
1033 unsigned num_fields,
1034 const char *name)
1035 {
1036 const glsl_type key(fields, num_fields, name);
1037
1038 mtx_lock(&glsl_type::hash_mutex);
1039
1040 if (record_types == NULL) {
1041 record_types = _mesa_hash_table_create(NULL, record_key_hash,
1042 record_key_compare);
1043 }
1044
1045 const struct hash_entry *entry = _mesa_hash_table_search(record_types,
1046 &key);
1047 if (entry == NULL) {
1048 const glsl_type *t = new glsl_type(fields, num_fields, name);
1049
1050 entry = _mesa_hash_table_insert(record_types, t, (void *) t);
1051 }
1052
1053 assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_STRUCT);
1054 assert(((glsl_type *) entry->data)->length == num_fields);
1055 assert(strcmp(((glsl_type *) entry->data)->name, name) == 0);
1056
1057 mtx_unlock(&glsl_type::hash_mutex);
1058
1059 return (glsl_type *) entry->data;
1060 }
1061
1062
1063 const glsl_type *
1064 glsl_type::get_interface_instance(const glsl_struct_field *fields,
1065 unsigned num_fields,
1066 enum glsl_interface_packing packing,
1067 bool row_major,
1068 const char *block_name)
1069 {
1070 const glsl_type key(fields, num_fields, packing, row_major, block_name);
1071
1072 mtx_lock(&glsl_type::hash_mutex);
1073
1074 if (interface_types == NULL) {
1075 interface_types = _mesa_hash_table_create(NULL, record_key_hash,
1076 record_key_compare);
1077 }
1078
1079 const struct hash_entry *entry = _mesa_hash_table_search(interface_types,
1080 &key);
1081 if (entry == NULL) {
1082 const glsl_type *t = new glsl_type(fields, num_fields,
1083 packing, row_major, block_name);
1084
1085 entry = _mesa_hash_table_insert(interface_types, t, (void *) t);
1086 }
1087
1088 assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_INTERFACE);
1089 assert(((glsl_type *) entry->data)->length == num_fields);
1090 assert(strcmp(((glsl_type *) entry->data)->name, block_name) == 0);
1091
1092 mtx_unlock(&glsl_type::hash_mutex);
1093
1094 return (glsl_type *) entry->data;
1095 }
1096
1097 const glsl_type *
1098 glsl_type::get_subroutine_instance(const char *subroutine_name)
1099 {
1100 const glsl_type key(subroutine_name);
1101
1102 mtx_lock(&glsl_type::hash_mutex);
1103
1104 if (subroutine_types == NULL) {
1105 subroutine_types = _mesa_hash_table_create(NULL, record_key_hash,
1106 record_key_compare);
1107 }
1108
1109 const struct hash_entry *entry = _mesa_hash_table_search(subroutine_types,
1110 &key);
1111 if (entry == NULL) {
1112 const glsl_type *t = new glsl_type(subroutine_name);
1113
1114 entry = _mesa_hash_table_insert(subroutine_types, t, (void *) t);
1115 }
1116
1117 assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_SUBROUTINE);
1118 assert(strcmp(((glsl_type *) entry->data)->name, subroutine_name) == 0);
1119
1120 mtx_unlock(&glsl_type::hash_mutex);
1121
1122 return (glsl_type *) entry->data;
1123 }
1124
1125
1126 static bool
1127 function_key_compare(const void *a, const void *b)
1128 {
1129 const glsl_type *const key1 = (glsl_type *) a;
1130 const glsl_type *const key2 = (glsl_type *) b;
1131
1132 if (key1->length != key2->length)
1133 return false;
1134
1135 return memcmp(key1->fields.parameters, key2->fields.parameters,
1136 (key1->length + 1) * sizeof(*key1->fields.parameters)) == 0;
1137 }
1138
1139
1140 static uint32_t
1141 function_key_hash(const void *a)
1142 {
1143 const glsl_type *const key = (glsl_type *) a;
1144 return _mesa_hash_data(key->fields.parameters,
1145 (key->length + 1) * sizeof(*key->fields.parameters));
1146 }
1147
1148 const glsl_type *
1149 glsl_type::get_function_instance(const glsl_type *return_type,
1150 const glsl_function_param *params,
1151 unsigned num_params)
1152 {
1153 const glsl_type key(return_type, params, num_params);
1154
1155 mtx_lock(&glsl_type::hash_mutex);
1156
1157 if (function_types == NULL) {
1158 function_types = _mesa_hash_table_create(NULL, function_key_hash,
1159 function_key_compare);
1160 }
1161
1162 struct hash_entry *entry = _mesa_hash_table_search(function_types, &key);
1163 if (entry == NULL) {
1164 const glsl_type *t = new glsl_type(return_type, params, num_params);
1165
1166 entry = _mesa_hash_table_insert(function_types, t, (void *) t);
1167 }
1168
1169 const glsl_type *t = (const glsl_type *)entry->data;
1170
1171 assert(t->base_type == GLSL_TYPE_FUNCTION);
1172 assert(t->length == num_params);
1173
1174 mtx_unlock(&glsl_type::hash_mutex);
1175
1176 return t;
1177 }
1178
1179
1180 const glsl_type *
1181 glsl_type::get_mul_type(const glsl_type *type_a, const glsl_type *type_b)
1182 {
1183 if (type_a == type_b) {
1184 return type_a;
1185 } else if (type_a->is_matrix() && type_b->is_matrix()) {
1186 /* Matrix multiply. The columns of A must match the rows of B. Given
1187 * the other previously tested constraints, this means the vector type
1188 * of a row from A must be the same as the vector type of a column from
1189 * B.
1190 */
1191 if (type_a->row_type() == type_b->column_type()) {
1192 /* The resulting matrix has the number of columns of matrix B and
1193 * the number of rows of matrix A. We get the row count of A by
1194 * looking at the size of a vector that makes up a column. The
1195 * transpose (size of a row) is done for B.
1196 */
1197 const glsl_type *const type =
1198 get_instance(type_a->base_type,
1199 type_a->column_type()->vector_elements,
1200 type_b->row_type()->vector_elements);
1201 assert(type != error_type);
1202
1203 return type;
1204 }
1205 } else if (type_a->is_matrix()) {
1206 /* A is a matrix and B is a column vector. Columns of A must match
1207 * rows of B. Given the other previously tested constraints, this
1208 * means the vector type of a row from A must be the same as the
1209 * vector the type of B.
1210 */
1211 if (type_a->row_type() == type_b) {
1212 /* The resulting vector has a number of elements equal to
1213 * the number of rows of matrix A. */
1214 const glsl_type *const type =
1215 get_instance(type_a->base_type,
1216 type_a->column_type()->vector_elements,
1217 1);
1218 assert(type != error_type);
1219
1220 return type;
1221 }
1222 } else {
1223 assert(type_b->is_matrix());
1224
1225 /* A is a row vector and B is a matrix. Columns of A must match rows
1226 * of B. Given the other previously tested constraints, this means
1227 * the type of A must be the same as the vector type of a column from
1228 * B.
1229 */
1230 if (type_a == type_b->column_type()) {
1231 /* The resulting vector has a number of elements equal to
1232 * the number of columns of matrix B. */
1233 const glsl_type *const type =
1234 get_instance(type_a->base_type,
1235 type_b->row_type()->vector_elements,
1236 1);
1237 assert(type != error_type);
1238
1239 return type;
1240 }
1241 }
1242
1243 return error_type;
1244 }
1245
1246
1247 const glsl_type *
1248 glsl_type::field_type(const char *name) const
1249 {
1250 if (this->base_type != GLSL_TYPE_STRUCT
1251 && this->base_type != GLSL_TYPE_INTERFACE)
1252 return error_type;
1253
1254 for (unsigned i = 0; i < this->length; i++) {
1255 if (strcmp(name, this->fields.structure[i].name) == 0)
1256 return this->fields.structure[i].type;
1257 }
1258
1259 return error_type;
1260 }
1261
1262
1263 int
1264 glsl_type::field_index(const char *name) const
1265 {
1266 if (this->base_type != GLSL_TYPE_STRUCT
1267 && this->base_type != GLSL_TYPE_INTERFACE)
1268 return -1;
1269
1270 for (unsigned i = 0; i < this->length; i++) {
1271 if (strcmp(name, this->fields.structure[i].name) == 0)
1272 return i;
1273 }
1274
1275 return -1;
1276 }
1277
1278
1279 unsigned
1280 glsl_type::component_slots() const
1281 {
1282 switch (this->base_type) {
1283 case GLSL_TYPE_UINT:
1284 case GLSL_TYPE_INT:
1285 case GLSL_TYPE_FLOAT:
1286 case GLSL_TYPE_BOOL:
1287 return this->components();
1288
1289 case GLSL_TYPE_DOUBLE:
1290 case GLSL_TYPE_UINT64:
1291 case GLSL_TYPE_INT64:
1292 return 2 * this->components();
1293
1294 case GLSL_TYPE_STRUCT:
1295 case GLSL_TYPE_INTERFACE: {
1296 unsigned size = 0;
1297
1298 for (unsigned i = 0; i < this->length; i++)
1299 size += this->fields.structure[i].type->component_slots();
1300
1301 return size;
1302 }
1303
1304 case GLSL_TYPE_ARRAY:
1305 return this->length * this->fields.array->component_slots();
1306
1307 case GLSL_TYPE_SAMPLER:
1308 case GLSL_TYPE_IMAGE:
1309 return 2;
1310
1311 case GLSL_TYPE_SUBROUTINE:
1312 return 1;
1313
1314 case GLSL_TYPE_FUNCTION:
1315 case GLSL_TYPE_ATOMIC_UINT:
1316 case GLSL_TYPE_VOID:
1317 case GLSL_TYPE_ERROR:
1318 break;
1319 }
1320
1321 return 0;
1322 }
1323
1324 unsigned
1325 glsl_type::record_location_offset(unsigned length) const
1326 {
1327 unsigned offset = 0;
1328 const glsl_type *t = this->without_array();
1329 if (t->is_record()) {
1330 assert(length <= t->length);
1331
1332 for (unsigned i = 0; i < length; i++) {
1333 const glsl_type *st = t->fields.structure[i].type;
1334 const glsl_type *wa = st->without_array();
1335 if (wa->is_record()) {
1336 unsigned r_offset = wa->record_location_offset(wa->length);
1337 offset += st->is_array() ?
1338 st->arrays_of_arrays_size() * r_offset : r_offset;
1339 } else if (st->is_array() && st->fields.array->is_array()) {
1340 unsigned outer_array_size = st->length;
1341 const glsl_type *base_type = st->fields.array;
1342
1343 /* For arrays of arrays the outer arrays take up a uniform
1344 * slot for each element. The innermost array elements share a
1345 * single slot so we ignore the innermost array when calculating
1346 * the offset.
1347 */
1348 while (base_type->fields.array->is_array()) {
1349 outer_array_size = outer_array_size * base_type->length;
1350 base_type = base_type->fields.array;
1351 }
1352 offset += outer_array_size;
1353 } else {
1354 /* We dont worry about arrays here because unless the array
1355 * contains a structure or another array it only takes up a single
1356 * uniform slot.
1357 */
1358 offset += 1;
1359 }
1360 }
1361 }
1362 return offset;
1363 }
1364
1365 unsigned
1366 glsl_type::uniform_locations() const
1367 {
1368 unsigned size = 0;
1369
1370 switch (this->base_type) {
1371 case GLSL_TYPE_UINT:
1372 case GLSL_TYPE_INT:
1373 case GLSL_TYPE_FLOAT:
1374 case GLSL_TYPE_DOUBLE:
1375 case GLSL_TYPE_UINT64:
1376 case GLSL_TYPE_INT64:
1377 case GLSL_TYPE_BOOL:
1378 case GLSL_TYPE_SAMPLER:
1379 case GLSL_TYPE_IMAGE:
1380 case GLSL_TYPE_SUBROUTINE:
1381 return 1;
1382
1383 case GLSL_TYPE_STRUCT:
1384 case GLSL_TYPE_INTERFACE:
1385 for (unsigned i = 0; i < this->length; i++)
1386 size += this->fields.structure[i].type->uniform_locations();
1387 return size;
1388 case GLSL_TYPE_ARRAY:
1389 return this->length * this->fields.array->uniform_locations();
1390 default:
1391 return 0;
1392 }
1393 }
1394
1395 unsigned
1396 glsl_type::varying_count() const
1397 {
1398 unsigned size = 0;
1399
1400 switch (this->base_type) {
1401 case GLSL_TYPE_UINT:
1402 case GLSL_TYPE_INT:
1403 case GLSL_TYPE_FLOAT:
1404 case GLSL_TYPE_DOUBLE:
1405 case GLSL_TYPE_BOOL:
1406 case GLSL_TYPE_UINT64:
1407 case GLSL_TYPE_INT64:
1408 return 1;
1409
1410 case GLSL_TYPE_STRUCT:
1411 case GLSL_TYPE_INTERFACE:
1412 for (unsigned i = 0; i < this->length; i++)
1413 size += this->fields.structure[i].type->varying_count();
1414 return size;
1415 case GLSL_TYPE_ARRAY:
1416 /* Don't count innermost array elements */
1417 if (this->without_array()->is_record() ||
1418 this->without_array()->is_interface() ||
1419 this->fields.array->is_array())
1420 return this->length * this->fields.array->varying_count();
1421 else
1422 return this->fields.array->varying_count();
1423 default:
1424 assert(!"unsupported varying type");
1425 return 0;
1426 }
1427 }
1428
1429 bool
1430 glsl_type::can_implicitly_convert_to(const glsl_type *desired,
1431 _mesa_glsl_parse_state *state) const
1432 {
1433 if (this == desired)
1434 return true;
1435
1436 /* GLSL 1.10 and ESSL do not allow implicit conversions. If there is no
1437 * state, we're doing intra-stage function linking where these checks have
1438 * already been done.
1439 */
1440 if (state && (state->es_shader || !state->is_version(120, 0)))
1441 return false;
1442
1443 /* There is no conversion among matrix types. */
1444 if (this->matrix_columns > 1 || desired->matrix_columns > 1)
1445 return false;
1446
1447 /* Vector size must match. */
1448 if (this->vector_elements != desired->vector_elements)
1449 return false;
1450
1451 /* int and uint can be converted to float. */
1452 if (desired->is_float() && this->is_integer())
1453 return true;
1454
1455 /* With GLSL 4.0, ARB_gpu_shader5, or MESA_shader_integer_functions, int
1456 * can be converted to uint. Note that state may be NULL here, when
1457 * resolving function calls in the linker. By this time, all the
1458 * state-dependent checks have already happened though, so allow anything
1459 * that's allowed in any shader version.
1460 */
1461 if ((!state || state->is_version(400, 0) || state->ARB_gpu_shader5_enable ||
1462 state->MESA_shader_integer_functions_enable) &&
1463 desired->base_type == GLSL_TYPE_UINT && this->base_type == GLSL_TYPE_INT)
1464 return true;
1465
1466 /* No implicit conversions from double. */
1467 if ((!state || state->has_double()) && this->is_double())
1468 return false;
1469
1470 /* Conversions from different types to double. */
1471 if ((!state || state->has_double()) && desired->is_double()) {
1472 if (this->is_float())
1473 return true;
1474 if (this->is_integer())
1475 return true;
1476 }
1477
1478 return false;
1479 }
1480
1481 unsigned
1482 glsl_type::std140_base_alignment(bool row_major) const
1483 {
1484 unsigned N = is_64bit() ? 8 : 4;
1485
1486 /* (1) If the member is a scalar consuming <N> basic machine units, the
1487 * base alignment is <N>.
1488 *
1489 * (2) If the member is a two- or four-component vector with components
1490 * consuming <N> basic machine units, the base alignment is 2<N> or
1491 * 4<N>, respectively.
1492 *
1493 * (3) If the member is a three-component vector with components consuming
1494 * <N> basic machine units, the base alignment is 4<N>.
1495 */
1496 if (this->is_scalar() || this->is_vector()) {
1497 switch (this->vector_elements) {
1498 case 1:
1499 return N;
1500 case 2:
1501 return 2 * N;
1502 case 3:
1503 case 4:
1504 return 4 * N;
1505 }
1506 }
1507
1508 /* (4) If the member is an array of scalars or vectors, the base alignment
1509 * and array stride are set to match the base alignment of a single
1510 * array element, according to rules (1), (2), and (3), and rounded up
1511 * to the base alignment of a vec4. The array may have padding at the
1512 * end; the base offset of the member following the array is rounded up
1513 * to the next multiple of the base alignment.
1514 *
1515 * (6) If the member is an array of <S> column-major matrices with <C>
1516 * columns and <R> rows, the matrix is stored identically to a row of
1517 * <S>*<C> column vectors with <R> components each, according to rule
1518 * (4).
1519 *
1520 * (8) If the member is an array of <S> row-major matrices with <C> columns
1521 * and <R> rows, the matrix is stored identically to a row of <S>*<R>
1522 * row vectors with <C> components each, according to rule (4).
1523 *
1524 * (10) If the member is an array of <S> structures, the <S> elements of
1525 * the array are laid out in order, according to rule (9).
1526 */
1527 if (this->is_array()) {
1528 if (this->fields.array->is_scalar() ||
1529 this->fields.array->is_vector() ||
1530 this->fields.array->is_matrix()) {
1531 return MAX2(this->fields.array->std140_base_alignment(row_major), 16);
1532 } else {
1533 assert(this->fields.array->is_record() ||
1534 this->fields.array->is_array());
1535 return this->fields.array->std140_base_alignment(row_major);
1536 }
1537 }
1538
1539 /* (5) If the member is a column-major matrix with <C> columns and
1540 * <R> rows, the matrix is stored identically to an array of
1541 * <C> column vectors with <R> components each, according to
1542 * rule (4).
1543 *
1544 * (7) If the member is a row-major matrix with <C> columns and <R>
1545 * rows, the matrix is stored identically to an array of <R>
1546 * row vectors with <C> components each, according to rule (4).
1547 */
1548 if (this->is_matrix()) {
1549 const struct glsl_type *vec_type, *array_type;
1550 int c = this->matrix_columns;
1551 int r = this->vector_elements;
1552
1553 if (row_major) {
1554 vec_type = get_instance(base_type, c, 1);
1555 array_type = glsl_type::get_array_instance(vec_type, r);
1556 } else {
1557 vec_type = get_instance(base_type, r, 1);
1558 array_type = glsl_type::get_array_instance(vec_type, c);
1559 }
1560
1561 return array_type->std140_base_alignment(false);
1562 }
1563
1564 /* (9) If the member is a structure, the base alignment of the
1565 * structure is <N>, where <N> is the largest base alignment
1566 * value of any of its members, and rounded up to the base
1567 * alignment of a vec4. The individual members of this
1568 * sub-structure are then assigned offsets by applying this set
1569 * of rules recursively, where the base offset of the first
1570 * member of the sub-structure is equal to the aligned offset
1571 * of the structure. The structure may have padding at the end;
1572 * the base offset of the member following the sub-structure is
1573 * rounded up to the next multiple of the base alignment of the
1574 * structure.
1575 */
1576 if (this->is_record()) {
1577 unsigned base_alignment = 16;
1578 for (unsigned i = 0; i < this->length; i++) {
1579 bool field_row_major = row_major;
1580 const enum glsl_matrix_layout matrix_layout =
1581 glsl_matrix_layout(this->fields.structure[i].matrix_layout);
1582 if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
1583 field_row_major = true;
1584 } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
1585 field_row_major = false;
1586 }
1587
1588 const struct glsl_type *field_type = this->fields.structure[i].type;
1589 base_alignment = MAX2(base_alignment,
1590 field_type->std140_base_alignment(field_row_major));
1591 }
1592 return base_alignment;
1593 }
1594
1595 assert(!"not reached");
1596 return -1;
1597 }
1598
1599 unsigned
1600 glsl_type::std140_size(bool row_major) const
1601 {
1602 unsigned N = is_64bit() ? 8 : 4;
1603
1604 /* (1) If the member is a scalar consuming <N> basic machine units, the
1605 * base alignment is <N>.
1606 *
1607 * (2) If the member is a two- or four-component vector with components
1608 * consuming <N> basic machine units, the base alignment is 2<N> or
1609 * 4<N>, respectively.
1610 *
1611 * (3) If the member is a three-component vector with components consuming
1612 * <N> basic machine units, the base alignment is 4<N>.
1613 */
1614 if (this->is_scalar() || this->is_vector()) {
1615 return this->vector_elements * N;
1616 }
1617
1618 /* (5) If the member is a column-major matrix with <C> columns and
1619 * <R> rows, the matrix is stored identically to an array of
1620 * <C> column vectors with <R> components each, according to
1621 * rule (4).
1622 *
1623 * (6) If the member is an array of <S> column-major matrices with <C>
1624 * columns and <R> rows, the matrix is stored identically to a row of
1625 * <S>*<C> column vectors with <R> components each, according to rule
1626 * (4).
1627 *
1628 * (7) If the member is a row-major matrix with <C> columns and <R>
1629 * rows, the matrix is stored identically to an array of <R>
1630 * row vectors with <C> components each, according to rule (4).
1631 *
1632 * (8) If the member is an array of <S> row-major matrices with <C> columns
1633 * and <R> rows, the matrix is stored identically to a row of <S>*<R>
1634 * row vectors with <C> components each, according to rule (4).
1635 */
1636 if (this->without_array()->is_matrix()) {
1637 const struct glsl_type *element_type;
1638 const struct glsl_type *vec_type;
1639 unsigned int array_len;
1640
1641 if (this->is_array()) {
1642 element_type = this->without_array();
1643 array_len = this->arrays_of_arrays_size();
1644 } else {
1645 element_type = this;
1646 array_len = 1;
1647 }
1648
1649 if (row_major) {
1650 vec_type = get_instance(element_type->base_type,
1651 element_type->matrix_columns, 1);
1652
1653 array_len *= element_type->vector_elements;
1654 } else {
1655 vec_type = get_instance(element_type->base_type,
1656 element_type->vector_elements, 1);
1657 array_len *= element_type->matrix_columns;
1658 }
1659 const glsl_type *array_type = glsl_type::get_array_instance(vec_type,
1660 array_len);
1661
1662 return array_type->std140_size(false);
1663 }
1664
1665 /* (4) If the member is an array of scalars or vectors, the base alignment
1666 * and array stride are set to match the base alignment of a single
1667 * array element, according to rules (1), (2), and (3), and rounded up
1668 * to the base alignment of a vec4. The array may have padding at the
1669 * end; the base offset of the member following the array is rounded up
1670 * to the next multiple of the base alignment.
1671 *
1672 * (10) If the member is an array of <S> structures, the <S> elements of
1673 * the array are laid out in order, according to rule (9).
1674 */
1675 if (this->is_array()) {
1676 if (this->without_array()->is_record()) {
1677 return this->arrays_of_arrays_size() *
1678 this->without_array()->std140_size(row_major);
1679 } else {
1680 unsigned element_base_align =
1681 this->without_array()->std140_base_alignment(row_major);
1682 return this->arrays_of_arrays_size() * MAX2(element_base_align, 16);
1683 }
1684 }
1685
1686 /* (9) If the member is a structure, the base alignment of the
1687 * structure is <N>, where <N> is the largest base alignment
1688 * value of any of its members, and rounded up to the base
1689 * alignment of a vec4. The individual members of this
1690 * sub-structure are then assigned offsets by applying this set
1691 * of rules recursively, where the base offset of the first
1692 * member of the sub-structure is equal to the aligned offset
1693 * of the structure. The structure may have padding at the end;
1694 * the base offset of the member following the sub-structure is
1695 * rounded up to the next multiple of the base alignment of the
1696 * structure.
1697 */
1698 if (this->is_record() || this->is_interface()) {
1699 unsigned size = 0;
1700 unsigned max_align = 0;
1701
1702 for (unsigned i = 0; i < this->length; i++) {
1703 bool field_row_major = row_major;
1704 const enum glsl_matrix_layout matrix_layout =
1705 glsl_matrix_layout(this->fields.structure[i].matrix_layout);
1706 if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
1707 field_row_major = true;
1708 } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
1709 field_row_major = false;
1710 }
1711
1712 const struct glsl_type *field_type = this->fields.structure[i].type;
1713 unsigned align = field_type->std140_base_alignment(field_row_major);
1714
1715 /* Ignore unsized arrays when calculating size */
1716 if (field_type->is_unsized_array())
1717 continue;
1718
1719 size = glsl_align(size, align);
1720 size += field_type->std140_size(field_row_major);
1721
1722 max_align = MAX2(align, max_align);
1723
1724 if (field_type->is_record() && (i + 1 < this->length))
1725 size = glsl_align(size, 16);
1726 }
1727 size = glsl_align(size, MAX2(max_align, 16));
1728 return size;
1729 }
1730
1731 assert(!"not reached");
1732 return -1;
1733 }
1734
1735 unsigned
1736 glsl_type::std430_base_alignment(bool row_major) const
1737 {
1738
1739 unsigned N = is_64bit() ? 8 : 4;
1740
1741 /* (1) If the member is a scalar consuming <N> basic machine units, the
1742 * base alignment is <N>.
1743 *
1744 * (2) If the member is a two- or four-component vector with components
1745 * consuming <N> basic machine units, the base alignment is 2<N> or
1746 * 4<N>, respectively.
1747 *
1748 * (3) If the member is a three-component vector with components consuming
1749 * <N> basic machine units, the base alignment is 4<N>.
1750 */
1751 if (this->is_scalar() || this->is_vector()) {
1752 switch (this->vector_elements) {
1753 case 1:
1754 return N;
1755 case 2:
1756 return 2 * N;
1757 case 3:
1758 case 4:
1759 return 4 * N;
1760 }
1761 }
1762
1763 /* OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout":
1764 *
1765 * "When using the std430 storage layout, shader storage blocks will be
1766 * laid out in buffer storage identically to uniform and shader storage
1767 * blocks using the std140 layout, except that the base alignment and
1768 * stride of arrays of scalars and vectors in rule 4 and of structures
1769 * in rule 9 are not rounded up a multiple of the base alignment of a vec4.
1770 */
1771
1772 /* (1) If the member is a scalar consuming <N> basic machine units, the
1773 * base alignment is <N>.
1774 *
1775 * (2) If the member is a two- or four-component vector with components
1776 * consuming <N> basic machine units, the base alignment is 2<N> or
1777 * 4<N>, respectively.
1778 *
1779 * (3) If the member is a three-component vector with components consuming
1780 * <N> basic machine units, the base alignment is 4<N>.
1781 */
1782 if (this->is_array())
1783 return this->fields.array->std430_base_alignment(row_major);
1784
1785 /* (5) If the member is a column-major matrix with <C> columns and
1786 * <R> rows, the matrix is stored identically to an array of
1787 * <C> column vectors with <R> components each, according to
1788 * rule (4).
1789 *
1790 * (7) If the member is a row-major matrix with <C> columns and <R>
1791 * rows, the matrix is stored identically to an array of <R>
1792 * row vectors with <C> components each, according to rule (4).
1793 */
1794 if (this->is_matrix()) {
1795 const struct glsl_type *vec_type, *array_type;
1796 int c = this->matrix_columns;
1797 int r = this->vector_elements;
1798
1799 if (row_major) {
1800 vec_type = get_instance(base_type, c, 1);
1801 array_type = glsl_type::get_array_instance(vec_type, r);
1802 } else {
1803 vec_type = get_instance(base_type, r, 1);
1804 array_type = glsl_type::get_array_instance(vec_type, c);
1805 }
1806
1807 return array_type->std430_base_alignment(false);
1808 }
1809
1810 /* (9) If the member is a structure, the base alignment of the
1811 * structure is <N>, where <N> is the largest base alignment
1812 * value of any of its members, and rounded up to the base
1813 * alignment of a vec4. The individual members of this
1814 * sub-structure are then assigned offsets by applying this set
1815 * of rules recursively, where the base offset of the first
1816 * member of the sub-structure is equal to the aligned offset
1817 * of the structure. The structure may have padding at the end;
1818 * the base offset of the member following the sub-structure is
1819 * rounded up to the next multiple of the base alignment of the
1820 * structure.
1821 */
1822 if (this->is_record()) {
1823 unsigned base_alignment = 0;
1824 for (unsigned i = 0; i < this->length; i++) {
1825 bool field_row_major = row_major;
1826 const enum glsl_matrix_layout matrix_layout =
1827 glsl_matrix_layout(this->fields.structure[i].matrix_layout);
1828 if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
1829 field_row_major = true;
1830 } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
1831 field_row_major = false;
1832 }
1833
1834 const struct glsl_type *field_type = this->fields.structure[i].type;
1835 base_alignment = MAX2(base_alignment,
1836 field_type->std430_base_alignment(field_row_major));
1837 }
1838 assert(base_alignment > 0);
1839 return base_alignment;
1840 }
1841 assert(!"not reached");
1842 return -1;
1843 }
1844
1845 unsigned
1846 glsl_type::std430_array_stride(bool row_major) const
1847 {
1848 unsigned N = is_64bit() ? 8 : 4;
1849
1850 /* Notice that the array stride of a vec3 is not 3 * N but 4 * N.
1851 * See OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout"
1852 *
1853 * (3) If the member is a three-component vector with components consuming
1854 * <N> basic machine units, the base alignment is 4<N>.
1855 */
1856 if (this->is_vector() && this->vector_elements == 3)
1857 return 4 * N;
1858
1859 /* By default use std430_size(row_major) */
1860 return this->std430_size(row_major);
1861 }
1862
1863 unsigned
1864 glsl_type::std430_size(bool row_major) const
1865 {
1866 unsigned N = is_64bit() ? 8 : 4;
1867
1868 /* OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout":
1869 *
1870 * "When using the std430 storage layout, shader storage blocks will be
1871 * laid out in buffer storage identically to uniform and shader storage
1872 * blocks using the std140 layout, except that the base alignment and
1873 * stride of arrays of scalars and vectors in rule 4 and of structures
1874 * in rule 9 are not rounded up a multiple of the base alignment of a vec4.
1875 */
1876 if (this->is_scalar() || this->is_vector())
1877 return this->vector_elements * N;
1878
1879 if (this->without_array()->is_matrix()) {
1880 const struct glsl_type *element_type;
1881 const struct glsl_type *vec_type;
1882 unsigned int array_len;
1883
1884 if (this->is_array()) {
1885 element_type = this->without_array();
1886 array_len = this->arrays_of_arrays_size();
1887 } else {
1888 element_type = this;
1889 array_len = 1;
1890 }
1891
1892 if (row_major) {
1893 vec_type = get_instance(element_type->base_type,
1894 element_type->matrix_columns, 1);
1895
1896 array_len *= element_type->vector_elements;
1897 } else {
1898 vec_type = get_instance(element_type->base_type,
1899 element_type->vector_elements, 1);
1900 array_len *= element_type->matrix_columns;
1901 }
1902 const glsl_type *array_type = glsl_type::get_array_instance(vec_type,
1903 array_len);
1904
1905 return array_type->std430_size(false);
1906 }
1907
1908 if (this->is_array()) {
1909 if (this->without_array()->is_record())
1910 return this->arrays_of_arrays_size() *
1911 this->without_array()->std430_size(row_major);
1912 else
1913 return this->arrays_of_arrays_size() *
1914 this->without_array()->std430_base_alignment(row_major);
1915 }
1916
1917 if (this->is_record() || this->is_interface()) {
1918 unsigned size = 0;
1919 unsigned max_align = 0;
1920
1921 for (unsigned i = 0; i < this->length; i++) {
1922 bool field_row_major = row_major;
1923 const enum glsl_matrix_layout matrix_layout =
1924 glsl_matrix_layout(this->fields.structure[i].matrix_layout);
1925 if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
1926 field_row_major = true;
1927 } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
1928 field_row_major = false;
1929 }
1930
1931 const struct glsl_type *field_type = this->fields.structure[i].type;
1932 unsigned align = field_type->std430_base_alignment(field_row_major);
1933 size = glsl_align(size, align);
1934 size += field_type->std430_size(field_row_major);
1935
1936 max_align = MAX2(align, max_align);
1937 }
1938 size = glsl_align(size, max_align);
1939 return size;
1940 }
1941
1942 assert(!"not reached");
1943 return -1;
1944 }
1945
1946 unsigned
1947 glsl_type::count_attribute_slots(bool is_vertex_input) const
1948 {
1949 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
1950 *
1951 * "A scalar input counts the same amount against this limit as a vec4,
1952 * so applications may want to consider packing groups of four
1953 * unrelated float inputs together into a vector to better utilize the
1954 * capabilities of the underlying hardware. A matrix input will use up
1955 * multiple locations. The number of locations used will equal the
1956 * number of columns in the matrix."
1957 *
1958 * The spec does not explicitly say how arrays are counted. However, it
1959 * should be safe to assume the total number of slots consumed by an array
1960 * is the number of entries in the array multiplied by the number of slots
1961 * consumed by a single element of the array.
1962 *
1963 * The spec says nothing about how structs are counted, because vertex
1964 * attributes are not allowed to be (or contain) structs. However, Mesa
1965 * allows varying structs, the number of varying slots taken up by a
1966 * varying struct is simply equal to the sum of the number of slots taken
1967 * up by each element.
1968 *
1969 * Doubles are counted different depending on whether they are vertex
1970 * inputs or everything else. Vertex inputs from ARB_vertex_attrib_64bit
1971 * take one location no matter what size they are, otherwise dvec3/4
1972 * take two locations.
1973 */
1974 switch (this->base_type) {
1975 case GLSL_TYPE_UINT:
1976 case GLSL_TYPE_INT:
1977 case GLSL_TYPE_FLOAT:
1978 case GLSL_TYPE_BOOL:
1979 case GLSL_TYPE_SAMPLER:
1980 case GLSL_TYPE_IMAGE:
1981 return this->matrix_columns;
1982 case GLSL_TYPE_DOUBLE:
1983 case GLSL_TYPE_UINT64:
1984 case GLSL_TYPE_INT64:
1985 if (this->vector_elements > 2 && !is_vertex_input)
1986 return this->matrix_columns * 2;
1987 else
1988 return this->matrix_columns;
1989 case GLSL_TYPE_STRUCT:
1990 case GLSL_TYPE_INTERFACE: {
1991 unsigned size = 0;
1992
1993 for (unsigned i = 0; i < this->length; i++)
1994 size += this->fields.structure[i].type->count_attribute_slots(is_vertex_input);
1995
1996 return size;
1997 }
1998
1999 case GLSL_TYPE_ARRAY:
2000 return this->length * this->fields.array->count_attribute_slots(is_vertex_input);
2001
2002 case GLSL_TYPE_SUBROUTINE:
2003 return 1;
2004
2005 case GLSL_TYPE_FUNCTION:
2006 case GLSL_TYPE_ATOMIC_UINT:
2007 case GLSL_TYPE_VOID:
2008 case GLSL_TYPE_ERROR:
2009 break;
2010 }
2011
2012 assert(!"Unexpected type in count_attribute_slots()");
2013
2014 return 0;
2015 }
2016
2017 int
2018 glsl_type::coordinate_components() const
2019 {
2020 int size;
2021
2022 switch (sampler_dimensionality) {
2023 case GLSL_SAMPLER_DIM_1D:
2024 case GLSL_SAMPLER_DIM_BUF:
2025 size = 1;
2026 break;
2027 case GLSL_SAMPLER_DIM_2D:
2028 case GLSL_SAMPLER_DIM_RECT:
2029 case GLSL_SAMPLER_DIM_MS:
2030 case GLSL_SAMPLER_DIM_EXTERNAL:
2031 case GLSL_SAMPLER_DIM_SUBPASS:
2032 size = 2;
2033 break;
2034 case GLSL_SAMPLER_DIM_3D:
2035 case GLSL_SAMPLER_DIM_CUBE:
2036 size = 3;
2037 break;
2038 default:
2039 assert(!"Should not get here.");
2040 size = 1;
2041 break;
2042 }
2043
2044 /* Array textures need an additional component for the array index, except
2045 * for cubemap array images that behave like a 2D array of interleaved
2046 * cubemap faces.
2047 */
2048 if (sampler_array &&
2049 !(is_image() && sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE))
2050 size += 1;
2051
2052 return size;
2053 }
2054
2055 /**
2056 * Declarations of type flyweights (glsl_type::_foo_type) and
2057 * convenience pointers (glsl_type::foo_type).
2058 * @{
2059 */
2060 #define DECL_TYPE(NAME, ...) \
2061 const glsl_type glsl_type::_##NAME##_type = glsl_type(__VA_ARGS__, #NAME); \
2062 const glsl_type *const glsl_type::NAME##_type = &glsl_type::_##NAME##_type;
2063
2064 #define STRUCT_TYPE(NAME)
2065
2066 #include "compiler/builtin_type_macros.h"
2067 /** @} */