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 glsl_type::_sampler3D_type =
31   glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
32	     "sampler3D");
33
34const glsl_type *const glsl_type::error_type = & glsl_type::_error_type;
35const glsl_type *const glsl_type::void_type = & glsl_type::_void_type;
36
37/** \name Core built-in types
38 *
39 * These types exist in all versions of GLSL.
40 */
41/*@{*/
42
43const 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,
60	     "sampler2D"),
61   glsl_type(GL_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT,
62	     "samplerCube"),
63};
64
65const glsl_type *const glsl_type::bool_type  = & builtin_core_types[0];
66const glsl_type *const glsl_type::bvec2_type = & builtin_core_types[1];
67const glsl_type *const glsl_type::bvec3_type = & builtin_core_types[2];
68const glsl_type *const glsl_type::bvec4_type = & builtin_core_types[3];
69const glsl_type *const glsl_type::int_type   = & builtin_core_types[4];
70const glsl_type *const glsl_type::ivec2_type = & builtin_core_types[5];
71const glsl_type *const glsl_type::ivec3_type = & builtin_core_types[6];
72const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7];
73const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
74const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9];
75const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10];
76const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11];
77const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12];
78const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13];
79const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14];
80/*@}*/
81
82/** \name GLSL structures that have not been deprecated.
83 */
84/*@{*/
85
86static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = {
87   { glsl_type::float_type, "near" },
88   { glsl_type::float_type, "far" },
89   { glsl_type::float_type, "diff" },
90};
91
92const glsl_type glsl_type::builtin_structure_types[] = {
93   glsl_type(gl_DepthRangeParameters_fields,
94             Elements(gl_DepthRangeParameters_fields),
95             "gl_DepthRangeParameters"),
96};
97/*@}*/
98
99/** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
100 */
101/*@{*/
102
103static const struct glsl_struct_field gl_PointParameters_fields[] = {
104   { glsl_type::float_type, "size" },
105   { glsl_type::float_type, "sizeMin" },
106   { glsl_type::float_type, "sizeMax" },
107   { glsl_type::float_type, "fadeThresholdSize" },
108   { glsl_type::float_type, "distanceConstantAttenuation" },
109   { glsl_type::float_type, "distanceLinearAttenuation" },
110   { glsl_type::float_type, "distanceQuadraticAttenuation" },
111};
112
113static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
114   { glsl_type::vec4_type, "emission" },
115   { glsl_type::vec4_type, "ambient" },
116   { glsl_type::vec4_type, "diffuse" },
117   { glsl_type::vec4_type, "specular" },
118   { glsl_type::float_type, "shininess" },
119};
120
121static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
122   { glsl_type::vec4_type, "ambient" },
123   { glsl_type::vec4_type, "diffuse" },
124   { glsl_type::vec4_type, "specular" },
125   { glsl_type::vec4_type, "position" },
126   { glsl_type::vec4_type, "halfVector" },
127   { glsl_type::vec3_type, "spotDirection" },
128   { glsl_type::float_type, "spotExponent" },
129   { glsl_type::float_type, "spotCutoff" },
130   { glsl_type::float_type, "spotCosCutoff" },
131   { glsl_type::float_type, "constantAttenuation" },
132   { glsl_type::float_type, "linearAttenuation" },
133   { glsl_type::float_type, "quadraticAttenuation" },
134};
135
136static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
137   { glsl_type::vec4_type, "ambient" },
138};
139
140static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
141   { glsl_type::vec4_type, "sceneColor" },
142};
143
144static const struct glsl_struct_field gl_LightProducts_fields[] = {
145   { glsl_type::vec4_type, "ambient" },
146   { glsl_type::vec4_type, "diffuse" },
147   { glsl_type::vec4_type, "specular" },
148};
149
150static const struct glsl_struct_field gl_FogParameters_fields[] = {
151   { glsl_type::vec4_type, "color" },
152   { glsl_type::float_type, "density" },
153   { glsl_type::float_type, "start" },
154   { glsl_type::float_type, "end" },
155   { glsl_type::float_type, "scale" },
156};
157
158const glsl_type glsl_type::builtin_110_deprecated_structure_types[] = {
159   glsl_type(gl_PointParameters_fields,
160             Elements(gl_PointParameters_fields),
161             "gl_PointParameters"),
162   glsl_type(gl_MaterialParameters_fields,
163             Elements(gl_MaterialParameters_fields),
164             "gl_MaterialParameters"),
165   glsl_type(gl_LightSourceParameters_fields,
166             Elements(gl_LightSourceParameters_fields),
167             "gl_LightSourceParameters"),
168   glsl_type(gl_LightModelParameters_fields,
169             Elements(gl_LightModelParameters_fields),
170             "gl_LightModelParameters"),
171   glsl_type(gl_LightModelProducts_fields,
172             Elements(gl_LightModelProducts_fields),
173             "gl_LightModelProducts"),
174   glsl_type(gl_LightProducts_fields,
175             Elements(gl_LightProducts_fields),
176             "gl_LightProducts"),
177   glsl_type(gl_FogParameters_fields,
178             Elements(gl_FogParameters_fields),
179             "gl_FogParameters"),
180};
181/*@}*/
182
183/** \name Types in GLSL 1.10 (but not GLSL ES 1.00)
184 */
185/*@{*/
186const glsl_type glsl_type::builtin_110_types[] = {
187   glsl_type(GL_SAMPLER_1D,   GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT,
188	     "sampler1D"),
189   glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT,
190	     "sampler1DShadow"),
191   glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT,
192	     "sampler2DShadow"),
193};
194/*@}*/
195
196/** \name Types added in GLSL 1.20
197 */
198/*@{*/
199
200const glsl_type glsl_type::builtin_120_types[] = {
201   glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
202   glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
203   glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
204   glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
205   glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
206   glsl_type(GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
207};
208const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];
209const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];
210const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];
211const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];
212const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];
213const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
214/*@}*/
215
216/** \name Types added in GLSL 1.30
217 */
218/*@{*/
219
220const glsl_type glsl_type::builtin_130_types[] = {
221   glsl_type(GL_UNSIGNED_INT,      GLSL_TYPE_UINT, 1, 1, "uint"),
222   glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"),
223   glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"),
224   glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"),
225
226   /* 1D and 2D texture arrays - several of these are included only in
227    * builtin_EXT_texture_array_types.
228    */
229   glsl_type(GL_INT_SAMPLER_1D_ARRAY,
230	     GLSL_SAMPLER_DIM_1D, 0, 1,   GLSL_TYPE_INT, "isampler1DArray"),
231   glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,
232	     GLSL_SAMPLER_DIM_1D, 0, 1,  GLSL_TYPE_UINT, "usampler1DArray"),
233   glsl_type(GL_INT_SAMPLER_2D_ARRAY,
234	     GLSL_SAMPLER_DIM_2D, 0, 1,   GLSL_TYPE_INT, "isampler2DArray"),
235   glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,
236	     GLSL_SAMPLER_DIM_2D, 0, 1,  GLSL_TYPE_UINT, "usampler2DArray"),
237
238   /* cube shadow samplers */
239   glsl_type(GL_SAMPLER_CUBE_SHADOW,
240	     GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
241
242   /* signed and unsigned integer samplers */
243   glsl_type(GL_INT_SAMPLER_1D,
244	     GLSL_SAMPLER_DIM_1D, 0, 0,   GLSL_TYPE_INT, "isampler1D"),
245   glsl_type(GL_UNSIGNED_INT_SAMPLER_1D,
246	     GLSL_SAMPLER_DIM_1D, 0, 0,  GLSL_TYPE_UINT, "usampler1D"),
247   glsl_type(GL_INT_SAMPLER_2D,
248	     GLSL_SAMPLER_DIM_2D, 0, 0,   GLSL_TYPE_INT, "isampler2D"),
249   glsl_type(GL_UNSIGNED_INT_SAMPLER_2D,
250	     GLSL_SAMPLER_DIM_2D, 0, 0,  GLSL_TYPE_UINT, "usampler2D"),
251   glsl_type(GL_INT_SAMPLER_3D,
252	     GLSL_SAMPLER_DIM_3D, 0, 0,   GLSL_TYPE_INT, "isampler3D"),
253   glsl_type(GL_UNSIGNED_INT_SAMPLER_3D,
254	     GLSL_SAMPLER_DIM_3D, 0, 0,  GLSL_TYPE_UINT, "usampler3D"),
255   glsl_type(GL_INT_SAMPLER_CUBE,
256	     GLSL_SAMPLER_DIM_CUBE, 0, 0,   GLSL_TYPE_INT, "isamplerCube"),
257   glsl_type(GL_INT_SAMPLER_CUBE,
258	     GLSL_SAMPLER_DIM_CUBE, 0, 0,  GLSL_TYPE_UINT, "usamplerCube"),
259};
260
261const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
262const glsl_type *const glsl_type::uvec2_type = & builtin_130_types[1];
263const glsl_type *const glsl_type::uvec3_type = & builtin_130_types[2];
264const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3];
265/*@}*/
266
267
268/** \name Types added in GLSL 1.40
269 */
270/*@{*/
271const glsl_type glsl_type::builtin_140_types[] = {
272   glsl_type(GL_INT_SAMPLER_2D_RECT,
273	     GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT, "isampler2DRect"),
274   glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_RECT,
275	     GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT, "usampler2DRect"),
276};
277/*@}*/
278
279/** \name Sampler types added by GL_ARB_texture_rectangle
280 */
281/*@{*/
282
283const glsl_type glsl_type::builtin_ARB_texture_rectangle_types[] = {
284   glsl_type(GL_SAMPLER_2D_RECT,
285	     GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
286   glsl_type(GL_SAMPLER_2D_RECT_SHADOW,
287	     GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
288};
289/*@}*/
290
291/** \name Sampler types added by GL_EXT_texture_array
292 */
293/*@{*/
294
295const glsl_type glsl_type::builtin_EXT_texture_array_types[] = {
296   glsl_type(GL_SAMPLER_1D_ARRAY,
297	     GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
298   glsl_type(GL_SAMPLER_2D_ARRAY,
299	     GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
300   glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
301	     GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
302   glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
303	     GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
304};
305/*@}*/
306
307/** \name Sampler types added by GL_EXT_texture_buffer_object
308 */
309/*@{*/
310
311const glsl_type glsl_type::builtin_EXT_texture_buffer_object_types[] = {
312   glsl_type(GL_SAMPLER_BUFFER,
313	     GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
314   glsl_type(GL_INT_SAMPLER_BUFFER,
315	     GLSL_SAMPLER_DIM_BUF, 0, 0,   GLSL_TYPE_INT, "isamplerBuffer"),
316   glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER,
317	     GLSL_SAMPLER_DIM_BUF, 0, 0,  GLSL_TYPE_UINT, "usamplerBuffer"),
318};
319/*@}*/
320
321/** \name Sampler types added by GL_OES_EGL_image_external
322 */
323/*@{*/
324
325const glsl_type glsl_type::builtin_OES_EGL_image_external_types[] = {
326   glsl_type(GL_SAMPLER_EXTERNAL_OES,
327	     GLSL_SAMPLER_DIM_EXTERNAL, 0, 0, GLSL_TYPE_FLOAT, "samplerExternalOES"),
328};
329/*@}*/
330