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
24const glsl_type glsl_type::_error_type =
25   glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, "");
26
27const glsl_type glsl_type::void_type =
28   glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void");
29
30const 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
38const 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
60const glsl_type *const glsl_type::bool_type  = & builtin_core_types[0];
61const glsl_type *const glsl_type::int_type   = & builtin_core_types[4];
62const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7];
63const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
64const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9];
65const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10];
66const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11];
67const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12];
68const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13];
69const 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
76static 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
82const 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
93static 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
103static 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
111static 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
126static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
127   { glsl_type::vec4_type, "ambient" },
128};
129
130static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
131   { glsl_type::vec4_type, "sceneColor" },
132};
133
134static 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
140static 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
148const 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/*@{*/
176const 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
192const 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};
200const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];
201const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];
202const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];
203const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];
204const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];
205const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
206/*@}*/
207
208/** \name Types added in GLSL 1.30
209 */
210/*@{*/
211
212const 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
253const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
254const glsl_type *const glsl_type::uvec2_type = & builtin_130_types[1];
255const glsl_type *const glsl_type::uvec3_type = & builtin_130_types[2];
256const 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
263const 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
275const 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
291const 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/*@}*/
300