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Diffstat (limited to 'mesalib/src/glsl/builtin_types.h')
-rw-r--r-- | mesalib/src/glsl/builtin_types.h | 368 |
1 files changed, 0 insertions, 368 deletions
diff --git a/mesalib/src/glsl/builtin_types.h b/mesalib/src/glsl/builtin_types.h deleted file mode 100644 index acd2d76d5..000000000 --- a/mesalib/src/glsl/builtin_types.h +++ /dev/null @@ -1,368 +0,0 @@ -/* - * 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"), -}; -/*@}*/ |