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diff --git a/mesalib/src/glsl/builtin_types.h b/mesalib/src/glsl/builtin_types.h
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-/*
- * Copyright © 2009 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.
- */
-
-const glsl_type glsl_type::_error_type =
- glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, "");
-
-const glsl_type glsl_type::_void_type =
- glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void");
-
-const glsl_type glsl_type::_sampler3D_type =
- glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
- "sampler3D");
-
-const glsl_type glsl_type::_samplerCubeShadow_type =
- glsl_type(GL_SAMPLER_CUBE_SHADOW,
- GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT,
- "samplerCubeShadow");
-
-const glsl_type *const glsl_type::error_type = & glsl_type::_error_type;
-const glsl_type *const glsl_type::void_type = & glsl_type::_void_type;
-
-/** \name Core built-in types
- *
- * These types exist in all versions of GLSL.
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_core_types[] = {
- glsl_type(GL_BOOL, GLSL_TYPE_BOOL, 1, 1, "bool"),
- glsl_type(GL_BOOL_VEC2, GLSL_TYPE_BOOL, 2, 1, "bvec2"),
- glsl_type(GL_BOOL_VEC3, GLSL_TYPE_BOOL, 3, 1, "bvec3"),
- glsl_type(GL_BOOL_VEC4, GLSL_TYPE_BOOL, 4, 1, "bvec4"),
- glsl_type(GL_INT, GLSL_TYPE_INT, 1, 1, "int"),
- glsl_type(GL_INT_VEC2, GLSL_TYPE_INT, 2, 1, "ivec2"),
- glsl_type(GL_INT_VEC3, GLSL_TYPE_INT, 3, 1, "ivec3"),
- glsl_type(GL_INT_VEC4, GLSL_TYPE_INT, 4, 1, "ivec4"),
- glsl_type(GL_FLOAT, GLSL_TYPE_FLOAT, 1, 1, "float"),
- glsl_type(GL_FLOAT_VEC2, GLSL_TYPE_FLOAT, 2, 1, "vec2"),
- glsl_type(GL_FLOAT_VEC3, GLSL_TYPE_FLOAT, 3, 1, "vec3"),
- glsl_type(GL_FLOAT_VEC4, GLSL_TYPE_FLOAT, 4, 1, "vec4"),
- glsl_type(GL_FLOAT_MAT2, GLSL_TYPE_FLOAT, 2, 2, "mat2"),
- glsl_type(GL_FLOAT_MAT3, GLSL_TYPE_FLOAT, 3, 3, "mat3"),
- glsl_type(GL_FLOAT_MAT4, GLSL_TYPE_FLOAT, 4, 4, "mat4"),
- glsl_type(GL_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT,
- "sampler2D"),
- glsl_type(GL_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT,
- "samplerCube"),
-};
-
-const glsl_type *const glsl_type::bool_type = & builtin_core_types[0];
-const glsl_type *const glsl_type::bvec2_type = & builtin_core_types[1];
-const glsl_type *const glsl_type::bvec3_type = & builtin_core_types[2];
-const glsl_type *const glsl_type::bvec4_type = & builtin_core_types[3];
-const glsl_type *const glsl_type::int_type = & builtin_core_types[4];
-const glsl_type *const glsl_type::ivec2_type = & builtin_core_types[5];
-const glsl_type *const glsl_type::ivec3_type = & builtin_core_types[6];
-const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7];
-const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
-const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9];
-const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10];
-const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11];
-const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12];
-const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13];
-const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14];
-/*@}*/
-
-/** \name GLSL structures that have not been deprecated.
- */
-/*@{*/
-
-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 },
-};
-
-const glsl_type glsl_type::builtin_structure_types[] = {
- glsl_type(gl_DepthRangeParameters_fields,
- Elements(gl_DepthRangeParameters_fields),
- "gl_DepthRangeParameters"),
-};
-/*@}*/
-
-/** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
- */
-/*@{*/
-
-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 },
-};
-
-const glsl_type glsl_type::builtin_110_deprecated_structure_types[] = {
- glsl_type(gl_PointParameters_fields,
- Elements(gl_PointParameters_fields),
- "gl_PointParameters"),
- glsl_type(gl_MaterialParameters_fields,
- Elements(gl_MaterialParameters_fields),
- "gl_MaterialParameters"),
- glsl_type(gl_LightSourceParameters_fields,
- Elements(gl_LightSourceParameters_fields),
- "gl_LightSourceParameters"),
- glsl_type(gl_LightModelParameters_fields,
- Elements(gl_LightModelParameters_fields),
- "gl_LightModelParameters"),
- glsl_type(gl_LightModelProducts_fields,
- Elements(gl_LightModelProducts_fields),
- "gl_LightModelProducts"),
- glsl_type(gl_LightProducts_fields,
- Elements(gl_LightProducts_fields),
- "gl_LightProducts"),
- glsl_type(gl_FogParameters_fields,
- Elements(gl_FogParameters_fields),
- "gl_FogParameters"),
-};
-/*@}*/
-
-/** \name Types in GLSL 1.10 (but not GLSL ES 1.00)
- */
-/*@{*/
-const glsl_type glsl_type::builtin_110_types[] = {
- glsl_type(GL_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT,
- "sampler1D"),
- glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT,
- "sampler1DShadow"),
- glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT,
- "sampler2DShadow"),
-};
-/*@}*/
-
-/** \name Types added in GLSL 1.20
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_120_types[] = {
- glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
- glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
- glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
- glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
- glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
- glsl_type(GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
-};
-const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];
-const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];
-const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];
-const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];
-const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];
-const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
-/*@}*/
-
-/** \name Types added in GLSL 1.30
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_130_types[] = {
- glsl_type(GL_UNSIGNED_INT, GLSL_TYPE_UINT, 1, 1, "uint"),
- glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"),
- glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"),
- glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"),
-
- /* 1D and 2D texture arrays - several of these are included only in
- * builtin_EXT_texture_array_types.
- */
- glsl_type(GL_INT_SAMPLER_1D_ARRAY,
- GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"),
- glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,
- GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"),
- glsl_type(GL_INT_SAMPLER_2D_ARRAY,
- GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"),
- glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,
- GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"),
-
- /* cube shadow samplers */
- glsl_type(GL_SAMPLER_CUBE_SHADOW,
- GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
-
- /* signed and unsigned integer samplers */
- glsl_type(GL_INT_SAMPLER_1D,
- GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"),
- glsl_type(GL_UNSIGNED_INT_SAMPLER_1D,
- GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"),
- glsl_type(GL_INT_SAMPLER_2D,
- GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"),
- glsl_type(GL_UNSIGNED_INT_SAMPLER_2D,
- GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"),
- glsl_type(GL_INT_SAMPLER_3D,
- GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"),
- glsl_type(GL_UNSIGNED_INT_SAMPLER_3D,
- GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"),
- glsl_type(GL_INT_SAMPLER_CUBE,
- GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"),
- glsl_type(GL_INT_SAMPLER_CUBE,
- GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"),
-};
-
-const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
-const glsl_type *const glsl_type::uvec2_type = & builtin_130_types[1];
-const glsl_type *const glsl_type::uvec3_type = & builtin_130_types[2];
-const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3];
-/*@}*/
-
-
-/** \name Types added in GLSL 1.40
- */
-/*@{*/
-const glsl_type glsl_type::builtin_140_types[] = {
- glsl_type(GL_INT_SAMPLER_2D_RECT,
- GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT, "isampler2DRect"),
- glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_RECT,
- GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT, "usampler2DRect"),
-};
-/*@}*/
-
-/** \name Sampler types added by GL_ARB_texture_rectangle
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_ARB_texture_rectangle_types[] = {
- glsl_type(GL_SAMPLER_2D_RECT,
- GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
- glsl_type(GL_SAMPLER_2D_RECT_SHADOW,
- GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
-};
-/*@}*/
-
-/** \name Sampler types added by GL_EXT_texture_array
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_EXT_texture_array_types[] = {
- glsl_type(GL_SAMPLER_1D_ARRAY,
- GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
- glsl_type(GL_SAMPLER_2D_ARRAY,
- GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
- glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
- GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
- glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
- GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
-};
-/*@}*/
-
-/** \name Sampler types added by GL_EXT_texture_buffer_object
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_EXT_texture_buffer_object_types[] = {
- glsl_type(GL_SAMPLER_BUFFER,
- GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
- glsl_type(GL_INT_SAMPLER_BUFFER,
- GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"),
- glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER,
- GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"),
-};
-/*@}*/
-
-/** \name Sampler types added by GL_OES_EGL_image_external
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_OES_EGL_image_external_types[] = {
- glsl_type(GL_SAMPLER_EXTERNAL_OES,
- GLSL_SAMPLER_DIM_EXTERNAL, 0, 0, GLSL_TYPE_FLOAT, "samplerExternalOES"),
-};
-/*@}*/
-
-/** \name Sampler types added by GL_ARB_texture_cube_map_array
- */
-/*@{*/
-const glsl_type glsl_type::builtin_ARB_texture_cube_map_array_types[] = {
- glsl_type(GL_SAMPLER_CUBE_MAP_ARRAY,
- GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_FLOAT, "samplerCubeArray"),
- glsl_type(GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW,
- GLSL_SAMPLER_DIM_CUBE, 1, 1, GLSL_TYPE_FLOAT, "samplerCubeArrayShadow"),
- glsl_type(GL_INT_SAMPLER_CUBE_MAP_ARRAY,
- GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_INT, "isamplerCubeArray"),
- glsl_type(GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY,
- GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_UINT, "usamplerCubeArray"),
-};
-/*@}*/
-
-/** \name Sampler types added by GL_ARB_texture_multisample
- */
-/*@{*/
-const glsl_type glsl_type::builtin_ARB_texture_multisample_types[] = {
- glsl_type(GL_SAMPLER_2D_MULTISAMPLE,
- GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_FLOAT, "sampler2DMS"),
- glsl_type(GL_INT_SAMPLER_2D_MULTISAMPLE,
- GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_INT, "isampler2DMS"),
- glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE,
- GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_UINT, "usampler2DMS"),
- glsl_type(GL_SAMPLER_2D_MULTISAMPLE_ARRAY,
- GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_FLOAT, "sampler2DMSArray"),
- glsl_type(GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,
- GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_INT, "isampler2DMSArray"),
- glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,
- GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_UINT, "usampler2DMSArray"),
-};
-/*@}*/