Merge remote branch 'origin/master' into pipe-video
[mesa.git] / src / glsl / builtin_types.h
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 const glsl_type glsl_type::_error_type =
25 glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, "");
26
27 const glsl_type glsl_type::void_type =
28 glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void");
29
30 const glsl_type *const glsl_type::error_type = & glsl_type::_error_type;
31
32 /** \name Core built-in types
33 *
34 * These types exist in all versions of GLSL.
35 */
36 /*@{*/
37
38 const glsl_type glsl_type::builtin_core_types[] = {
39 glsl_type(GL_BOOL, GLSL_TYPE_BOOL, 1, 1, "bool"),
40 glsl_type(GL_BOOL_VEC2, GLSL_TYPE_BOOL, 2, 1, "bvec2"),
41 glsl_type(GL_BOOL_VEC3, GLSL_TYPE_BOOL, 3, 1, "bvec3"),
42 glsl_type(GL_BOOL_VEC4, GLSL_TYPE_BOOL, 4, 1, "bvec4"),
43 glsl_type(GL_INT, GLSL_TYPE_INT, 1, 1, "int"),
44 glsl_type(GL_INT_VEC2, GLSL_TYPE_INT, 2, 1, "ivec2"),
45 glsl_type(GL_INT_VEC3, GLSL_TYPE_INT, 3, 1, "ivec3"),
46 glsl_type(GL_INT_VEC4, GLSL_TYPE_INT, 4, 1, "ivec4"),
47 glsl_type(GL_FLOAT, GLSL_TYPE_FLOAT, 1, 1, "float"),
48 glsl_type(GL_FLOAT_VEC2, GLSL_TYPE_FLOAT, 2, 1, "vec2"),
49 glsl_type(GL_FLOAT_VEC3, GLSL_TYPE_FLOAT, 3, 1, "vec3"),
50 glsl_type(GL_FLOAT_VEC4, GLSL_TYPE_FLOAT, 4, 1, "vec4"),
51 glsl_type(GL_FLOAT_MAT2, GLSL_TYPE_FLOAT, 2, 2, "mat2"),
52 glsl_type(GL_FLOAT_MAT3, GLSL_TYPE_FLOAT, 3, 3, "mat3"),
53 glsl_type(GL_FLOAT_MAT4, GLSL_TYPE_FLOAT, 4, 4, "mat4"),
54 glsl_type(GL_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT,
55 "sampler2D"),
56 glsl_type(GL_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT,
57 "samplerCube"),
58 };
59
60 const glsl_type *const glsl_type::bool_type = & builtin_core_types[0];
61 const glsl_type *const glsl_type::int_type = & builtin_core_types[4];
62 const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7];
63 const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
64 const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9];
65 const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10];
66 const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11];
67 const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12];
68 const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13];
69 const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14];
70 /*@}*/
71
72 /** \name GLSL structures that have not been deprecated.
73 */
74 /*@{*/
75
76 static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = {
77 { glsl_type::float_type, "near" },
78 { glsl_type::float_type, "far" },
79 { glsl_type::float_type, "diff" },
80 };
81
82 const glsl_type glsl_type::builtin_structure_types[] = {
83 glsl_type(gl_DepthRangeParameters_fields,
84 Elements(gl_DepthRangeParameters_fields),
85 "gl_DepthRangeParameters"),
86 };
87 /*@}*/
88
89 /** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
90 */
91 /*@{*/
92
93 static const struct glsl_struct_field gl_PointParameters_fields[] = {
94 { glsl_type::float_type, "size" },
95 { glsl_type::float_type, "sizeMin" },
96 { glsl_type::float_type, "sizeMax" },
97 { glsl_type::float_type, "fadeThresholdSize" },
98 { glsl_type::float_type, "distanceConstantAttenuation" },
99 { glsl_type::float_type, "distanceLinearAttenuation" },
100 { glsl_type::float_type, "distanceQuadraticAttenuation" },
101 };
102
103 static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
104 { glsl_type::vec4_type, "emission" },
105 { glsl_type::vec4_type, "ambient" },
106 { glsl_type::vec4_type, "diffuse" },
107 { glsl_type::vec4_type, "specular" },
108 { glsl_type::float_type, "shininess" },
109 };
110
111 static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
112 { glsl_type::vec4_type, "ambient" },
113 { glsl_type::vec4_type, "diffuse" },
114 { glsl_type::vec4_type, "specular" },
115 { glsl_type::vec4_type, "position" },
116 { glsl_type::vec4_type, "halfVector" },
117 { glsl_type::vec3_type, "spotDirection" },
118 { glsl_type::float_type, "spotExponent" },
119 { glsl_type::float_type, "spotCutoff" },
120 { glsl_type::float_type, "spotCosCutoff" },
121 { glsl_type::float_type, "constantAttenuation" },
122 { glsl_type::float_type, "linearAttenuation" },
123 { glsl_type::float_type, "quadraticAttenuation" },
124 };
125
126 static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
127 { glsl_type::vec4_type, "ambient" },
128 };
129
130 static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
131 { glsl_type::vec4_type, "sceneColor" },
132 };
133
134 static const struct glsl_struct_field gl_LightProducts_fields[] = {
135 { glsl_type::vec4_type, "ambient" },
136 { glsl_type::vec4_type, "diffuse" },
137 { glsl_type::vec4_type, "specular" },
138 };
139
140 static const struct glsl_struct_field gl_FogParameters_fields[] = {
141 { glsl_type::vec4_type, "color" },
142 { glsl_type::float_type, "density" },
143 { glsl_type::float_type, "start" },
144 { glsl_type::float_type, "end" },
145 { glsl_type::float_type, "scale" },
146 };
147
148 const glsl_type glsl_type::builtin_110_deprecated_structure_types[] = {
149 glsl_type(gl_PointParameters_fields,
150 Elements(gl_PointParameters_fields),
151 "gl_PointParameters"),
152 glsl_type(gl_MaterialParameters_fields,
153 Elements(gl_MaterialParameters_fields),
154 "gl_MaterialParameters"),
155 glsl_type(gl_LightSourceParameters_fields,
156 Elements(gl_LightSourceParameters_fields),
157 "gl_LightSourceParameters"),
158 glsl_type(gl_LightModelParameters_fields,
159 Elements(gl_LightModelParameters_fields),
160 "gl_LightModelParameters"),
161 glsl_type(gl_LightModelProducts_fields,
162 Elements(gl_LightModelProducts_fields),
163 "gl_LightModelProducts"),
164 glsl_type(gl_LightProducts_fields,
165 Elements(gl_LightProducts_fields),
166 "gl_LightProducts"),
167 glsl_type(gl_FogParameters_fields,
168 Elements(gl_FogParameters_fields),
169 "gl_FogParameters"),
170 };
171 /*@}*/
172
173 /** \name Types in GLSL 1.10 (but not GLSL ES 1.00)
174 */
175 /*@{*/
176 const glsl_type glsl_type::builtin_110_types[] = {
177 glsl_type(GL_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT,
178 "sampler1D"),
179 glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT,
180 "sampler1DShadow"),
181 glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT,
182 "sampler2DShadow"),
183 glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
184 "sampler3D"),
185 };
186 /*@}*/
187
188 /** \name Types added in GLSL 1.20
189 */
190 /*@{*/
191
192 const glsl_type glsl_type::builtin_120_types[] = {
193 glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
194 glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
195 glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
196 glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
197 glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
198 glsl_type(GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
199 };
200 const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];
201 const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];
202 const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];
203 const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];
204 const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];
205 const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
206 /*@}*/
207
208 /** \name Types added in GLSL 1.30
209 */
210 /*@{*/
211
212 const glsl_type glsl_type::builtin_130_types[] = {
213 glsl_type(GL_UNSIGNED_INT, GLSL_TYPE_UINT, 1, 1, "uint"),
214 glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"),
215 glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"),
216 glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"),
217
218 /* 1D and 2D texture arrays - several of these are included only in
219 * builtin_EXT_texture_array_types.
220 */
221 glsl_type(GL_INT_SAMPLER_1D_ARRAY,
222 GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"),
223 glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,
224 GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"),
225 glsl_type(GL_INT_SAMPLER_2D_ARRAY,
226 GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"),
227 glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,
228 GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"),
229
230 /* cube shadow samplers */
231 glsl_type(GL_SAMPLER_CUBE_SHADOW,
232 GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
233
234 /* signed and unsigned integer samplers */
235 glsl_type(GL_INT_SAMPLER_1D,
236 GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"),
237 glsl_type(GL_UNSIGNED_INT_SAMPLER_1D,
238 GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"),
239 glsl_type(GL_INT_SAMPLER_2D,
240 GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"),
241 glsl_type(GL_UNSIGNED_INT_SAMPLER_2D,
242 GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"),
243 glsl_type(GL_INT_SAMPLER_3D,
244 GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"),
245 glsl_type(GL_UNSIGNED_INT_SAMPLER_3D,
246 GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"),
247 glsl_type(GL_INT_SAMPLER_CUBE,
248 GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"),
249 glsl_type(GL_INT_SAMPLER_CUBE,
250 GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"),
251 };
252
253 const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
254 const glsl_type *const glsl_type::uvec2_type = & builtin_130_types[1];
255 const glsl_type *const glsl_type::uvec3_type = & builtin_130_types[2];
256 const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3];
257 /*@}*/
258
259 /** \name Sampler types added by GL_ARB_texture_rectangle
260 */
261 /*@{*/
262
263 const glsl_type glsl_type::builtin_ARB_texture_rectangle_types[] = {
264 glsl_type(GL_SAMPLER_2D_RECT,
265 GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
266 glsl_type(GL_SAMPLER_2D_RECT_SHADOW,
267 GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
268 };
269 /*@}*/
270
271 /** \name Sampler types added by GL_EXT_texture_array
272 */
273 /*@{*/
274
275 const glsl_type glsl_type::builtin_EXT_texture_array_types[] = {
276 glsl_type(GL_SAMPLER_1D_ARRAY,
277 GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
278 glsl_type(GL_SAMPLER_2D_ARRAY,
279 GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
280 glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
281 GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
282 glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
283 GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
284 };
285 /*@}*/
286
287 /** \name Sampler types added by GL_EXT_texture_buffer_object
288 */
289 /*@{*/
290
291 const glsl_type glsl_type::builtin_EXT_texture_buffer_object_types[] = {
292 glsl_type(GL_SAMPLER_BUFFER,
293 GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
294 glsl_type(GL_INT_SAMPLER_BUFFER,
295 GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"),
296 glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER,
297 GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"),
298 };
299 /*@}*/