2 * Copyright © 2009 Intel Corporation
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,
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9 * Software is furnished to do so, subject to the following conditions:
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
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.
24 const glsl_type
glsl_type::_error_type
=
25 glsl_type(GL_INVALID_ENUM
, GLSL_TYPE_ERROR
, 0, 0, "");
27 const glsl_type
glsl_type::_void_type
=
28 glsl_type(GL_INVALID_ENUM
, GLSL_TYPE_VOID
, 0, 0, "void");
30 const glsl_type
glsl_type::_sampler3D_type
=
31 glsl_type(GL_SAMPLER_3D
, GLSL_SAMPLER_DIM_3D
, 0, 0, GLSL_TYPE_FLOAT
,
34 const glsl_type
*const glsl_type::error_type
= & glsl_type::_error_type
;
35 const glsl_type
*const glsl_type::void_type
= & glsl_type::_void_type
;
37 /** \name Core built-in types
39 * These types exist in all versions of GLSL.
43 const glsl_type
glsl_type::builtin_core_types
[] = {
44 glsl_type(GL_BOOL
, GLSL_TYPE_BOOL
, 1, 1, "bool"),
45 glsl_type(GL_BOOL_VEC2
, GLSL_TYPE_BOOL
, 2, 1, "bvec2"),
46 glsl_type(GL_BOOL_VEC3
, GLSL_TYPE_BOOL
, 3, 1, "bvec3"),
47 glsl_type(GL_BOOL_VEC4
, GLSL_TYPE_BOOL
, 4, 1, "bvec4"),
48 glsl_type(GL_INT
, GLSL_TYPE_INT
, 1, 1, "int"),
49 glsl_type(GL_INT_VEC2
, GLSL_TYPE_INT
, 2, 1, "ivec2"),
50 glsl_type(GL_INT_VEC3
, GLSL_TYPE_INT
, 3, 1, "ivec3"),
51 glsl_type(GL_INT_VEC4
, GLSL_TYPE_INT
, 4, 1, "ivec4"),
52 glsl_type(GL_FLOAT
, GLSL_TYPE_FLOAT
, 1, 1, "float"),
53 glsl_type(GL_FLOAT_VEC2
, GLSL_TYPE_FLOAT
, 2, 1, "vec2"),
54 glsl_type(GL_FLOAT_VEC3
, GLSL_TYPE_FLOAT
, 3, 1, "vec3"),
55 glsl_type(GL_FLOAT_VEC4
, GLSL_TYPE_FLOAT
, 4, 1, "vec4"),
56 glsl_type(GL_FLOAT_MAT2
, GLSL_TYPE_FLOAT
, 2, 2, "mat2"),
57 glsl_type(GL_FLOAT_MAT3
, GLSL_TYPE_FLOAT
, 3, 3, "mat3"),
58 glsl_type(GL_FLOAT_MAT4
, GLSL_TYPE_FLOAT
, 4, 4, "mat4"),
59 glsl_type(GL_SAMPLER_2D
, GLSL_SAMPLER_DIM_2D
, 0, 0, GLSL_TYPE_FLOAT
,
61 glsl_type(GL_SAMPLER_CUBE
, GLSL_SAMPLER_DIM_CUBE
, 0, 0, GLSL_TYPE_FLOAT
,
65 const glsl_type
*const glsl_type::bool_type
= & builtin_core_types
[0];
66 const glsl_type
*const glsl_type::int_type
= & builtin_core_types
[4];
67 const glsl_type
*const glsl_type::ivec4_type
= & builtin_core_types
[7];
68 const glsl_type
*const glsl_type::float_type
= & builtin_core_types
[8];
69 const glsl_type
*const glsl_type::vec2_type
= & builtin_core_types
[9];
70 const glsl_type
*const glsl_type::vec3_type
= & builtin_core_types
[10];
71 const glsl_type
*const glsl_type::vec4_type
= & builtin_core_types
[11];
72 const glsl_type
*const glsl_type::mat2_type
= & builtin_core_types
[12];
73 const glsl_type
*const glsl_type::mat3_type
= & builtin_core_types
[13];
74 const glsl_type
*const glsl_type::mat4_type
= & builtin_core_types
[14];
77 /** \name GLSL structures that have not been deprecated.
81 static const struct glsl_struct_field gl_DepthRangeParameters_fields
[] = {
82 { glsl_type::float_type
, "near" },
83 { glsl_type::float_type
, "far" },
84 { glsl_type::float_type
, "diff" },
87 const glsl_type
glsl_type::builtin_structure_types
[] = {
88 glsl_type(gl_DepthRangeParameters_fields
,
89 Elements(gl_DepthRangeParameters_fields
),
90 "gl_DepthRangeParameters"),
94 /** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
98 static const struct glsl_struct_field gl_PointParameters_fields
[] = {
99 { glsl_type::float_type
, "size" },
100 { glsl_type::float_type
, "sizeMin" },
101 { glsl_type::float_type
, "sizeMax" },
102 { glsl_type::float_type
, "fadeThresholdSize" },
103 { glsl_type::float_type
, "distanceConstantAttenuation" },
104 { glsl_type::float_type
, "distanceLinearAttenuation" },
105 { glsl_type::float_type
, "distanceQuadraticAttenuation" },
108 static const struct glsl_struct_field gl_MaterialParameters_fields
[] = {
109 { glsl_type::vec4_type
, "emission" },
110 { glsl_type::vec4_type
, "ambient" },
111 { glsl_type::vec4_type
, "diffuse" },
112 { glsl_type::vec4_type
, "specular" },
113 { glsl_type::float_type
, "shininess" },
116 static const struct glsl_struct_field gl_LightSourceParameters_fields
[] = {
117 { glsl_type::vec4_type
, "ambient" },
118 { glsl_type::vec4_type
, "diffuse" },
119 { glsl_type::vec4_type
, "specular" },
120 { glsl_type::vec4_type
, "position" },
121 { glsl_type::vec4_type
, "halfVector" },
122 { glsl_type::vec3_type
, "spotDirection" },
123 { glsl_type::float_type
, "spotExponent" },
124 { glsl_type::float_type
, "spotCutoff" },
125 { glsl_type::float_type
, "spotCosCutoff" },
126 { glsl_type::float_type
, "constantAttenuation" },
127 { glsl_type::float_type
, "linearAttenuation" },
128 { glsl_type::float_type
, "quadraticAttenuation" },
131 static const struct glsl_struct_field gl_LightModelParameters_fields
[] = {
132 { glsl_type::vec4_type
, "ambient" },
135 static const struct glsl_struct_field gl_LightModelProducts_fields
[] = {
136 { glsl_type::vec4_type
, "sceneColor" },
139 static const struct glsl_struct_field gl_LightProducts_fields
[] = {
140 { glsl_type::vec4_type
, "ambient" },
141 { glsl_type::vec4_type
, "diffuse" },
142 { glsl_type::vec4_type
, "specular" },
145 static const struct glsl_struct_field gl_FogParameters_fields
[] = {
146 { glsl_type::vec4_type
, "color" },
147 { glsl_type::float_type
, "density" },
148 { glsl_type::float_type
, "start" },
149 { glsl_type::float_type
, "end" },
150 { glsl_type::float_type
, "scale" },
153 const glsl_type
glsl_type::builtin_110_deprecated_structure_types
[] = {
154 glsl_type(gl_PointParameters_fields
,
155 Elements(gl_PointParameters_fields
),
156 "gl_PointParameters"),
157 glsl_type(gl_MaterialParameters_fields
,
158 Elements(gl_MaterialParameters_fields
),
159 "gl_MaterialParameters"),
160 glsl_type(gl_LightSourceParameters_fields
,
161 Elements(gl_LightSourceParameters_fields
),
162 "gl_LightSourceParameters"),
163 glsl_type(gl_LightModelParameters_fields
,
164 Elements(gl_LightModelParameters_fields
),
165 "gl_LightModelParameters"),
166 glsl_type(gl_LightModelProducts_fields
,
167 Elements(gl_LightModelProducts_fields
),
168 "gl_LightModelProducts"),
169 glsl_type(gl_LightProducts_fields
,
170 Elements(gl_LightProducts_fields
),
172 glsl_type(gl_FogParameters_fields
,
173 Elements(gl_FogParameters_fields
),
178 /** \name Types in GLSL 1.10 (but not GLSL ES 1.00)
181 const glsl_type
glsl_type::builtin_110_types
[] = {
182 glsl_type(GL_SAMPLER_1D
, GLSL_SAMPLER_DIM_1D
, 0, 0, GLSL_TYPE_FLOAT
,
184 glsl_type(GL_SAMPLER_1D_SHADOW
, GLSL_SAMPLER_DIM_1D
, 1, 0, GLSL_TYPE_FLOAT
,
186 glsl_type(GL_SAMPLER_2D_SHADOW
, GLSL_SAMPLER_DIM_2D
, 1, 0, GLSL_TYPE_FLOAT
,
191 /** \name Types added in GLSL 1.20
195 const glsl_type
glsl_type::builtin_120_types
[] = {
196 glsl_type(GL_FLOAT_MAT2x3
, GLSL_TYPE_FLOAT
, 3, 2, "mat2x3"),
197 glsl_type(GL_FLOAT_MAT2x4
, GLSL_TYPE_FLOAT
, 4, 2, "mat2x4"),
198 glsl_type(GL_FLOAT_MAT3x2
, GLSL_TYPE_FLOAT
, 2, 3, "mat3x2"),
199 glsl_type(GL_FLOAT_MAT3x4
, GLSL_TYPE_FLOAT
, 4, 3, "mat3x4"),
200 glsl_type(GL_FLOAT_MAT4x2
, GLSL_TYPE_FLOAT
, 2, 4, "mat4x2"),
201 glsl_type(GL_FLOAT_MAT4x3
, GLSL_TYPE_FLOAT
, 3, 4, "mat4x3"),
203 const glsl_type
*const glsl_type::mat2x3_type
= & builtin_120_types
[0];
204 const glsl_type
*const glsl_type::mat2x4_type
= & builtin_120_types
[1];
205 const glsl_type
*const glsl_type::mat3x2_type
= & builtin_120_types
[2];
206 const glsl_type
*const glsl_type::mat3x4_type
= & builtin_120_types
[3];
207 const glsl_type
*const glsl_type::mat4x2_type
= & builtin_120_types
[4];
208 const glsl_type
*const glsl_type::mat4x3_type
= & builtin_120_types
[5];
211 /** \name Types added in GLSL 1.30
215 const glsl_type
glsl_type::builtin_130_types
[] = {
216 glsl_type(GL_UNSIGNED_INT
, GLSL_TYPE_UINT
, 1, 1, "uint"),
217 glsl_type(GL_UNSIGNED_INT_VEC2
, GLSL_TYPE_UINT
, 2, 1, "uvec2"),
218 glsl_type(GL_UNSIGNED_INT_VEC3
, GLSL_TYPE_UINT
, 3, 1, "uvec3"),
219 glsl_type(GL_UNSIGNED_INT_VEC4
, GLSL_TYPE_UINT
, 4, 1, "uvec4"),
221 /* 1D and 2D texture arrays - several of these are included only in
222 * builtin_EXT_texture_array_types.
224 glsl_type(GL_INT_SAMPLER_1D_ARRAY
,
225 GLSL_SAMPLER_DIM_1D
, 0, 1, GLSL_TYPE_INT
, "isampler1DArray"),
226 glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY
,
227 GLSL_SAMPLER_DIM_1D
, 0, 1, GLSL_TYPE_UINT
, "usampler1DArray"),
228 glsl_type(GL_INT_SAMPLER_2D_ARRAY
,
229 GLSL_SAMPLER_DIM_2D
, 0, 1, GLSL_TYPE_INT
, "isampler2DArray"),
230 glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY
,
231 GLSL_SAMPLER_DIM_2D
, 0, 1, GLSL_TYPE_UINT
, "usampler2DArray"),
233 /* cube shadow samplers */
234 glsl_type(GL_SAMPLER_CUBE_SHADOW
,
235 GLSL_SAMPLER_DIM_CUBE
, 1, 0, GLSL_TYPE_FLOAT
, "samplerCubeShadow"),
237 /* signed and unsigned integer samplers */
238 glsl_type(GL_INT_SAMPLER_1D
,
239 GLSL_SAMPLER_DIM_1D
, 0, 0, GLSL_TYPE_INT
, "isampler1D"),
240 glsl_type(GL_UNSIGNED_INT_SAMPLER_1D
,
241 GLSL_SAMPLER_DIM_1D
, 0, 0, GLSL_TYPE_UINT
, "usampler1D"),
242 glsl_type(GL_INT_SAMPLER_2D
,
243 GLSL_SAMPLER_DIM_2D
, 0, 0, GLSL_TYPE_INT
, "isampler2D"),
244 glsl_type(GL_UNSIGNED_INT_SAMPLER_2D
,
245 GLSL_SAMPLER_DIM_2D
, 0, 0, GLSL_TYPE_UINT
, "usampler2D"),
246 glsl_type(GL_INT_SAMPLER_3D
,
247 GLSL_SAMPLER_DIM_3D
, 0, 0, GLSL_TYPE_INT
, "isampler3D"),
248 glsl_type(GL_UNSIGNED_INT_SAMPLER_3D
,
249 GLSL_SAMPLER_DIM_3D
, 0, 0, GLSL_TYPE_UINT
, "usampler3D"),
250 glsl_type(GL_INT_SAMPLER_CUBE
,
251 GLSL_SAMPLER_DIM_CUBE
, 0, 0, GLSL_TYPE_INT
, "isamplerCube"),
252 glsl_type(GL_INT_SAMPLER_CUBE
,
253 GLSL_SAMPLER_DIM_CUBE
, 0, 0, GLSL_TYPE_UINT
, "usamplerCube"),
256 const glsl_type
*const glsl_type::uint_type
= & builtin_130_types
[0];
257 const glsl_type
*const glsl_type::uvec2_type
= & builtin_130_types
[1];
258 const glsl_type
*const glsl_type::uvec3_type
= & builtin_130_types
[2];
259 const glsl_type
*const glsl_type::uvec4_type
= & builtin_130_types
[3];
262 /** \name Sampler types added by GL_ARB_texture_rectangle
266 const glsl_type
glsl_type::builtin_ARB_texture_rectangle_types
[] = {
267 glsl_type(GL_SAMPLER_2D_RECT
,
268 GLSL_SAMPLER_DIM_RECT
, 0, 0, GLSL_TYPE_FLOAT
, "sampler2DRect"),
269 glsl_type(GL_SAMPLER_2D_RECT_SHADOW
,
270 GLSL_SAMPLER_DIM_RECT
, 1, 0, GLSL_TYPE_FLOAT
, "sampler2DRectShadow"),
274 /** \name Sampler types added by GL_EXT_texture_array
278 const glsl_type
glsl_type::builtin_EXT_texture_array_types
[] = {
279 glsl_type(GL_SAMPLER_1D_ARRAY
,
280 GLSL_SAMPLER_DIM_1D
, 0, 1, GLSL_TYPE_FLOAT
, "sampler1DArray"),
281 glsl_type(GL_SAMPLER_2D_ARRAY
,
282 GLSL_SAMPLER_DIM_2D
, 0, 1, GLSL_TYPE_FLOAT
, "sampler2DArray"),
283 glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW
,
284 GLSL_SAMPLER_DIM_1D
, 1, 1, GLSL_TYPE_FLOAT
, "sampler1DArrayShadow"),
285 glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW
,
286 GLSL_SAMPLER_DIM_2D
, 1, 1, GLSL_TYPE_FLOAT
, "sampler2DArrayShadow"),
290 /** \name Sampler types added by GL_EXT_texture_buffer_object
294 const glsl_type
glsl_type::builtin_EXT_texture_buffer_object_types
[] = {
295 glsl_type(GL_SAMPLER_BUFFER
,
296 GLSL_SAMPLER_DIM_BUF
, 0, 0, GLSL_TYPE_FLOAT
, "samplerBuffer"),
297 glsl_type(GL_INT_SAMPLER_BUFFER
,
298 GLSL_SAMPLER_DIM_BUF
, 0, 0, GLSL_TYPE_INT
, "isamplerBuffer"),
299 glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER
,
300 GLSL_SAMPLER_DIM_BUF
, 0, 0, GLSL_TYPE_UINT
, "usamplerBuffer"),
304 /** \name Sampler types added by GL_OES_EGL_image_external
308 const glsl_type
glsl_type::builtin_OES_EGL_image_external_types
[] = {
309 glsl_type(GL_SAMPLER_EXTERNAL_OES
,
310 GLSL_SAMPLER_DIM_EXTERNAL
, 0, 0, GLSL_TYPE_FLOAT
, "samplerExternalOES"),