glsl: Add assert to check variable_entry referenced_count after construction.
[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_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT,
55 "sampler1D"),
56 glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT,
57 "sampler1DShadow"),
58 glsl_type(GL_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT,
59 "sampler2D"),
60 glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT,
61 "sampler2DShadow"),
62 glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
63 "sampler3D"),
64 glsl_type(GL_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT,
65 "samplerCube"),
66 };
67
68 const glsl_type *const glsl_type::bool_type = & builtin_core_types[0];
69 const glsl_type *const glsl_type::int_type = & builtin_core_types[4];
70 const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7];
71 const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
72 const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9];
73 const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10];
74 const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11];
75 const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12];
76 const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13];
77 const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14];
78 /*@}*/
79
80 /** \name GLSL structures that have not been deprecated.
81 */
82 /*@{*/
83
84 static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = {
85 { glsl_type::float_type, "near" },
86 { glsl_type::float_type, "far" },
87 { glsl_type::float_type, "diff" },
88 };
89
90 const glsl_type glsl_type::builtin_structure_types[] = {
91 glsl_type(gl_DepthRangeParameters_fields,
92 Elements(gl_DepthRangeParameters_fields),
93 "gl_DepthRangeParameters"),
94 };
95 /*@}*/
96
97 /** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
98 */
99 /*@{*/
100
101 static const struct glsl_struct_field gl_PointParameters_fields[] = {
102 { glsl_type::float_type, "size" },
103 { glsl_type::float_type, "sizeMin" },
104 { glsl_type::float_type, "sizeMax" },
105 { glsl_type::float_type, "fadeThresholdSize" },
106 { glsl_type::float_type, "distanceConstantAttenuation" },
107 { glsl_type::float_type, "distanceLinearAttenuation" },
108 { glsl_type::float_type, "distanceQuadraticAttenuation" },
109 };
110
111 static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
112 { glsl_type::vec4_type, "emission" },
113 { glsl_type::vec4_type, "ambient" },
114 { glsl_type::vec4_type, "diffuse" },
115 { glsl_type::vec4_type, "specular" },
116 { glsl_type::float_type, "shininess" },
117 };
118
119 static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
120 { glsl_type::vec4_type, "ambient" },
121 { glsl_type::vec4_type, "diffuse" },
122 { glsl_type::vec4_type, "specular" },
123 { glsl_type::vec4_type, "position" },
124 { glsl_type::vec4_type, "halfVector" },
125 { glsl_type::vec3_type, "spotDirection" },
126 { glsl_type::float_type, "spotExponent" },
127 { glsl_type::float_type, "spotCutoff" },
128 { glsl_type::float_type, "spotCosCutoff" },
129 { glsl_type::float_type, "constantAttenuation" },
130 { glsl_type::float_type, "linearAttenuation" },
131 { glsl_type::float_type, "quadraticAttenuation" },
132 };
133
134 static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
135 { glsl_type::vec4_type, "ambient" },
136 };
137
138 static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
139 { glsl_type::vec4_type, "sceneColor" },
140 };
141
142 static const struct glsl_struct_field gl_LightProducts_fields[] = {
143 { glsl_type::vec4_type, "ambient" },
144 { glsl_type::vec4_type, "diffuse" },
145 { glsl_type::vec4_type, "specular" },
146 };
147
148 static const struct glsl_struct_field gl_FogParameters_fields[] = {
149 { glsl_type::vec4_type, "color" },
150 { glsl_type::float_type, "density" },
151 { glsl_type::float_type, "start" },
152 { glsl_type::float_type, "end" },
153 { glsl_type::float_type, "scale" },
154 };
155
156 const glsl_type glsl_type::builtin_110_deprecated_structure_types[] = {
157 glsl_type(gl_PointParameters_fields,
158 Elements(gl_PointParameters_fields),
159 "gl_PointParameters"),
160 glsl_type(gl_MaterialParameters_fields,
161 Elements(gl_MaterialParameters_fields),
162 "gl_MaterialParameters"),
163 glsl_type(gl_LightSourceParameters_fields,
164 Elements(gl_LightSourceParameters_fields),
165 "gl_LightSourceParameters"),
166 glsl_type(gl_LightModelParameters_fields,
167 Elements(gl_LightModelParameters_fields),
168 "gl_LightModelParameters"),
169 glsl_type(gl_LightModelProducts_fields,
170 Elements(gl_LightModelProducts_fields),
171 "gl_LightModelProducts"),
172 glsl_type(gl_LightProducts_fields,
173 Elements(gl_LightProducts_fields),
174 "gl_LightProducts"),
175 glsl_type(gl_FogParameters_fields,
176 Elements(gl_FogParameters_fields),
177 "gl_FogParameters"),
178 };
179 /*@}*/
180
181 /** \name Types added in GLSL 1.20
182 */
183 /*@{*/
184
185 const glsl_type glsl_type::builtin_120_types[] = {
186 glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
187 glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
188 glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
189 glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
190 glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
191 glsl_type(GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
192 };
193 const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];
194 const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];
195 const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];
196 const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];
197 const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];
198 const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
199 /*@}*/
200
201 /** \name Types added in GLSL 1.30
202 */
203 /*@{*/
204
205 const glsl_type glsl_type::builtin_130_types[] = {
206 glsl_type(GL_UNSIGNED_INT, GLSL_TYPE_UINT, 1, 1, "uint"),
207 glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"),
208 glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"),
209 glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"),
210
211 /* 1D and 2D texture arrays - several of these are included only in
212 * builtin_EXT_texture_array_types.
213 */
214 glsl_type(GL_INT_SAMPLER_1D_ARRAY,
215 GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"),
216 glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,
217 GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"),
218 glsl_type(GL_INT_SAMPLER_2D_ARRAY,
219 GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"),
220 glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,
221 GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"),
222
223 /* cube shadow samplers */
224 glsl_type(GL_SAMPLER_CUBE_SHADOW,
225 GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
226
227 /* signed and unsigned integer samplers */
228 glsl_type(GL_INT_SAMPLER_1D,
229 GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"),
230 glsl_type(GL_UNSIGNED_INT_SAMPLER_1D,
231 GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"),
232 glsl_type(GL_INT_SAMPLER_2D,
233 GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"),
234 glsl_type(GL_UNSIGNED_INT_SAMPLER_2D,
235 GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"),
236 glsl_type(GL_INT_SAMPLER_3D,
237 GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"),
238 glsl_type(GL_UNSIGNED_INT_SAMPLER_3D,
239 GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"),
240 glsl_type(GL_INT_SAMPLER_CUBE,
241 GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"),
242 glsl_type(GL_INT_SAMPLER_CUBE,
243 GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"),
244 };
245
246 const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
247 const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3];
248 /*@}*/
249
250 /** \name Sampler types added by GL_ARB_texture_rectangle
251 */
252 /*@{*/
253
254 const glsl_type glsl_type::builtin_ARB_texture_rectangle_types[] = {
255 glsl_type(GL_SAMPLER_2D_RECT,
256 GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
257 glsl_type(GL_SAMPLER_2D_RECT_SHADOW,
258 GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
259 };
260 /*@}*/
261
262 /** \name Sampler types added by GL_EXT_texture_array
263 */
264 /*@{*/
265
266 const glsl_type glsl_type::builtin_EXT_texture_array_types[] = {
267 glsl_type(GL_SAMPLER_1D_ARRAY,
268 GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
269 glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
270 GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
271 glsl_type(GL_SAMPLER_2D_ARRAY,
272 GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
273 glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
274 GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
275 };
276 /*@}*/
277
278 /** \name Sampler types added by GL_EXT_texture_buffer_object
279 */
280 /*@{*/
281
282 const glsl_type glsl_type::builtin_EXT_texture_buffer_object_types[] = {
283 glsl_type(GL_SAMPLER_BUFFER,
284 GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
285 glsl_type(GL_INT_SAMPLER_BUFFER,
286 GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"),
287 glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER,
288 GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"),
289 };
290 /*@}*/