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+/*
+ * Copyright © 2013 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file builtin_types.cpp
+ *
+ * The glsl_type class has static members to represent all the built-in types
+ * (such as the glsl_type::_float_type flyweight) as well as convenience pointer
+ * accessors (such as glsl_type::float_type). Those global variables are
+ * declared and initialized in this file.
+ *
+ * This also contains _mesa_glsl_initialize_types(), a function which populates
+ * a symbol table with the available built-in types for a particular language
+ * version and set of enabled extensions.
+ */
+
+#include "glsl_types.h"
+#include "glsl_parser_extras.h"
+
+/**
+ * Declarations of type flyweights (glsl_type::_foo_type) and
+ * convenience pointers (glsl_type::foo_type).
+ * @{
+ */
+#define DECL_TYPE(NAME, ...) \
+ const glsl_type glsl_type::_##NAME##_type = glsl_type(__VA_ARGS__, #NAME); \
+ const glsl_type *const glsl_type::NAME##_type = &glsl_type::_##NAME##_type;
+
+#define STRUCT_TYPE(NAME) \
+ const glsl_type glsl_type::_struct_##NAME##_type = \
+ glsl_type(NAME##_fields, Elements(NAME##_fields), #NAME); \
+ const glsl_type *const glsl_type::struct_##NAME##_type = \
+ &glsl_type::_struct_##NAME##_type;
+
+static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = {
+ { glsl_type::float_type, "near", false },
+ { glsl_type::float_type, "far", false },
+ { glsl_type::float_type, "diff", false },
+};
+
+static const struct glsl_struct_field gl_PointParameters_fields[] = {
+ { glsl_type::float_type, "size", false },
+ { glsl_type::float_type, "sizeMin", false },
+ { glsl_type::float_type, "sizeMax", false },
+ { glsl_type::float_type, "fadeThresholdSize", false },
+ { glsl_type::float_type, "distanceConstantAttenuation", false },
+ { glsl_type::float_type, "distanceLinearAttenuation", false },
+ { glsl_type::float_type, "distanceQuadraticAttenuation", false },
+};
+
+static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
+ { glsl_type::vec4_type, "emission", false },
+ { glsl_type::vec4_type, "ambient", false },
+ { glsl_type::vec4_type, "diffuse", false },
+ { glsl_type::vec4_type, "specular", false },
+ { glsl_type::float_type, "shininess", false },
+};
+
+static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
+ { glsl_type::vec4_type, "ambient", false },
+ { glsl_type::vec4_type, "diffuse", false },
+ { glsl_type::vec4_type, "specular", false },
+ { glsl_type::vec4_type, "position", false },
+ { glsl_type::vec4_type, "halfVector", false },
+ { glsl_type::vec3_type, "spotDirection", false },
+ { glsl_type::float_type, "spotExponent", false },
+ { glsl_type::float_type, "spotCutoff", false },
+ { glsl_type::float_type, "spotCosCutoff", false },
+ { glsl_type::float_type, "constantAttenuation", false },
+ { glsl_type::float_type, "linearAttenuation", false },
+ { glsl_type::float_type, "quadraticAttenuation", false },
+};
+
+static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
+ { glsl_type::vec4_type, "ambient", false },
+};
+
+static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
+ { glsl_type::vec4_type, "sceneColor", false },
+};
+
+static const struct glsl_struct_field gl_LightProducts_fields[] = {
+ { glsl_type::vec4_type, "ambient", false },
+ { glsl_type::vec4_type, "diffuse", false },
+ { glsl_type::vec4_type, "specular", false },
+};
+
+static const struct glsl_struct_field gl_FogParameters_fields[] = {
+ { glsl_type::vec4_type, "color", false },
+ { glsl_type::float_type, "density", false },
+ { glsl_type::float_type, "start", false },
+ { glsl_type::float_type, "end", false },
+ { glsl_type::float_type, "scale", false },
+};
+
+#include "builtin_type_macros.h"
+/** @} */
+
+/**
+ * Code to populate a symbol table with the built-in types available in a
+ * particular shading language version. The table below contains tags every
+ * type with the GLSL/GLSL ES versions where it was introduced.
+ *
+ * @{
+ */
+#define T(TYPE, MIN_GL, MIN_ES) \
+ { glsl_type::TYPE##_type, MIN_GL, MIN_ES },
+
+const static struct builtin_type_versions {
+ const glsl_type *const type;
+ int min_gl;
+ int min_es;
+} builtin_type_versions[] = {
+ T(void, 110, 100)
+ T(bool, 110, 100)
+ T(bvec2, 110, 100)
+ T(bvec3, 110, 100)
+ T(bvec4, 110, 100)
+ T(int, 110, 100)
+ T(ivec2, 110, 100)
+ T(ivec3, 110, 100)
+ T(ivec4, 110, 100)
+ T(uint, 130, 300)
+ T(uvec2, 130, 300)
+ T(uvec3, 130, 300)
+ T(uvec4, 130, 300)
+ T(float, 110, 100)
+ T(vec2, 110, 100)
+ T(vec3, 110, 100)
+ T(vec4, 110, 100)
+ T(mat2, 110, 100)
+ T(mat3, 110, 100)
+ T(mat4, 110, 100)
+ T(mat2x3, 120, 300)
+ T(mat2x4, 120, 300)
+ T(mat3x2, 120, 300)
+ T(mat3x4, 120, 300)
+ T(mat4x2, 120, 300)
+ T(mat4x3, 120, 300)
+
+ T(sampler1D, 110, 999)
+ T(sampler2D, 110, 100)
+ T(sampler3D, 110, 300)
+ T(samplerCube, 110, 100)
+ T(sampler1DArray, 130, 999)
+ T(sampler2DArray, 130, 300)
+ T(samplerCubeArray, 400, 999)
+ T(sampler2DRect, 140, 999)
+ T(samplerBuffer, 140, 999)
+ T(sampler2DMS, 150, 999)
+ T(sampler2DMSArray, 150, 999)
+
+ T(isampler1D, 130, 999)
+ T(isampler2D, 130, 300)
+ T(isampler3D, 130, 300)
+ T(isamplerCube, 130, 300)
+ T(isampler1DArray, 130, 999)
+ T(isampler2DArray, 130, 300)
+ T(isamplerCubeArray, 400, 999)
+ T(isampler2DRect, 140, 999)
+ T(isamplerBuffer, 140, 999)
+ T(isampler2DMS, 150, 999)
+ T(isampler2DMSArray, 150, 999)
+
+ T(usampler1D, 130, 999)
+ T(usampler2D, 130, 300)
+ T(usampler3D, 130, 300)
+ T(usamplerCube, 130, 300)
+ T(usampler1DArray, 130, 999)
+ T(usampler2DArray, 130, 300)
+ T(usamplerCubeArray, 400, 999)
+ T(usampler2DRect, 140, 999)
+ T(usamplerBuffer, 140, 999)
+ T(usampler2DMS, 150, 999)
+ T(usampler2DMSArray, 150, 999)
+
+ T(sampler1DShadow, 110, 999)
+ T(sampler2DShadow, 110, 300)
+ T(samplerCubeShadow, 130, 300)
+ T(sampler1DArrayShadow, 130, 999)
+ T(sampler2DArrayShadow, 130, 300)
+ T(samplerCubeArrayShadow, 400, 999)
+ T(sampler2DRectShadow, 140, 999)
+
+ T(struct_gl_DepthRangeParameters, 110, 100)
+};
+
+const glsl_type *const deprecated_types[] = {
+ glsl_type::struct_gl_PointParameters_type,
+ glsl_type::struct_gl_MaterialParameters_type,
+ glsl_type::struct_gl_LightSourceParameters_type,
+ glsl_type::struct_gl_LightModelParameters_type,
+ glsl_type::struct_gl_LightModelProducts_type,
+ glsl_type::struct_gl_LightProducts_type,
+ glsl_type::struct_gl_FogParameters_type,
+};
+
+static inline void
+add_type(glsl_symbol_table *symbols, const glsl_type *const type)
+{
+ symbols->add_type(type->name, type);
+}
+
+/**
+ * Populate the symbol table with available built-in types.
+ */
+void
+_mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *state)
+{
+ struct glsl_symbol_table *symbols = state->symbols;
+
+ for (unsigned i = 0; i < Elements(builtin_type_versions); i++) {
+ const struct builtin_type_versions *const t = &builtin_type_versions[i];
+ if (state->is_version(t->min_gl, t->min_es)) {
+ add_type(symbols, t->type);
+ }
+ }
+
+ /* Add deprecated structure types. While these were deprecated in 1.30,
+ * they're still present. We've removed them in 1.40+ (OpenGL 3.1+).
+ */
+ if (!state->es_shader && state->language_version < 140) {
+ for (unsigned i = 0; i < Elements(deprecated_types); i++) {
+ add_type(symbols, deprecated_types[i]);
+ }
+ }
+
+ /* Add types for enabled extensions. They may have already been added
+ * by the version-based loop, but attempting to add them a second time
+ * is harmless.
+ */
+ if (state->ARB_texture_cube_map_array_enable) {
+ add_type(symbols, glsl_type::samplerCubeArray_type);
+ add_type(symbols, glsl_type::samplerCubeArrayShadow_type);
+ add_type(symbols, glsl_type::isamplerCubeArray_type);
+ add_type(symbols, glsl_type::usamplerCubeArray_type);
+ }
+
+ if (state->ARB_texture_multisample_enable) {
+ add_type(symbols, glsl_type::sampler2DMS_type);
+ add_type(symbols, glsl_type::isampler2DMS_type);
+ add_type(symbols, glsl_type::usampler2DMS_type);
+ add_type(symbols, glsl_type::sampler2DMSArray_type);
+ add_type(symbols, glsl_type::isampler2DMSArray_type);
+ add_type(symbols, glsl_type::usampler2DMSArray_type);
+ }
+
+ if (state->ARB_texture_rectangle_enable) {
+ add_type(symbols, glsl_type::sampler2DRect_type);
+ add_type(symbols, glsl_type::sampler2DRectShadow_type);
+ }
+
+ if (state->EXT_texture_array_enable) {
+ add_type(symbols, glsl_type::sampler1DArray_type);
+ add_type(symbols, glsl_type::sampler2DArray_type);
+ add_type(symbols, glsl_type::sampler1DArrayShadow_type);
+ add_type(symbols, glsl_type::sampler2DArrayShadow_type);
+ }
+
+ if (state->OES_EGL_image_external_enable) {
+ add_type(symbols, glsl_type::samplerExternalOES_type);
+ }
+
+ if (state->OES_texture_3D_enable) {
+ add_type(symbols, glsl_type::sampler3D_type);
+ }
+}
+/** @} */