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@@ -26,10 +26,10 @@ |
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#endif |
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static const struct glsl_type _error_type = |
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glsl_type(GLSL_TYPE_ERROR, 0, 0, ""); |
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glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, ""); |
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static const struct glsl_type void_type = |
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glsl_type(GLSL_TYPE_VOID, 0, 0, "void"); |
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glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void"); |
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const glsl_type *const glsl_type::error_type = & _error_type; |
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@@ -40,27 +40,33 @@ const glsl_type *const glsl_type::error_type = & _error_type; |
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/*@{*/ |
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static const struct glsl_type builtin_core_types[] = { |
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glsl_type( GLSL_TYPE_BOOL, 1, 1, "bool"), |
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glsl_type( GLSL_TYPE_BOOL, 2, 1, "bvec2"), |
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glsl_type( GLSL_TYPE_BOOL, 3, 1, "bvec3"), |
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glsl_type( GLSL_TYPE_BOOL, 4, 1, "bvec4"), |
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glsl_type( GLSL_TYPE_INT, 1, 1, "int"), |
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glsl_type( GLSL_TYPE_INT, 2, 1, "ivec2"), |
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glsl_type( GLSL_TYPE_INT, 3, 1, "ivec3"), |
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glsl_type( GLSL_TYPE_INT, 4, 1, "ivec4"), |
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glsl_type( GLSL_TYPE_FLOAT, 1, 1, "float"), |
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glsl_type( GLSL_TYPE_FLOAT, 2, 1, "vec2"), |
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glsl_type( GLSL_TYPE_FLOAT, 3, 1, "vec3"), |
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glsl_type( GLSL_TYPE_FLOAT, 4, 1, "vec4"), |
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glsl_type( GLSL_TYPE_FLOAT, 2, 2, "mat2"), |
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glsl_type( GLSL_TYPE_FLOAT, 3, 3, "mat3"), |
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glsl_type( GLSL_TYPE_FLOAT, 4, 4, "mat4"), |
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glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT, "sampler1D"), |
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glsl_type( GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT, "sampler1DShadow"), |
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glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT, "sampler2D"), |
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glsl_type( GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT, "sampler2DShadow"), |
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glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT, "sampler3D"), |
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glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT, "samplerCube"), |
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glsl_type(GL_BOOL, GLSL_TYPE_BOOL, 1, 1, "bool"), |
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glsl_type(GL_BOOL_VEC2, GLSL_TYPE_BOOL, 2, 1, "bvec2"), |
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glsl_type(GL_BOOL_VEC3, GLSL_TYPE_BOOL, 3, 1, "bvec3"), |
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glsl_type(GL_BOOL_VEC4, GLSL_TYPE_BOOL, 4, 1, "bvec4"), |
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glsl_type(GL_INT, GLSL_TYPE_INT, 1, 1, "int"), |
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glsl_type(GL_INT_VEC2, GLSL_TYPE_INT, 2, 1, "ivec2"), |
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glsl_type(GL_INT_VEC3, GLSL_TYPE_INT, 3, 1, "ivec3"), |
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glsl_type(GL_INT_VEC4, GLSL_TYPE_INT, 4, 1, "ivec4"), |
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glsl_type(GL_FLOAT, GLSL_TYPE_FLOAT, 1, 1, "float"), |
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glsl_type(GL_FLOAT_VEC2, GLSL_TYPE_FLOAT, 2, 1, "vec2"), |
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glsl_type(GL_FLOAT_VEC3, GLSL_TYPE_FLOAT, 3, 1, "vec3"), |
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glsl_type(GL_FLOAT_VEC4, GLSL_TYPE_FLOAT, 4, 1, "vec4"), |
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glsl_type(GL_FLOAT_MAT2, GLSL_TYPE_FLOAT, 2, 2, "mat2"), |
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glsl_type(GL_FLOAT_MAT3, GLSL_TYPE_FLOAT, 3, 3, "mat3"), |
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glsl_type(GL_FLOAT_MAT4, GLSL_TYPE_FLOAT, 4, 4, "mat4"), |
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glsl_type(GL_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT, |
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"sampler1D"), |
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glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT, |
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"sampler1DShadow"), |
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glsl_type(GL_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT, |
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"sampler2D"), |
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glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT, |
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"sampler2DShadow"), |
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glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT, |
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"sampler3D"), |
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glsl_type(GL_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT, |
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"samplerCube"), |
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}; |
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const glsl_type *const glsl_type::bool_type = & builtin_core_types[0]; |
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@@ -181,12 +187,12 @@ static const struct glsl_type builtin_110_deprecated_structure_types[] = { |
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/*@{*/ |
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static const struct glsl_type builtin_120_types[] = { |
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glsl_type( GLSL_TYPE_FLOAT, 3, 2, "mat2x3"), |
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glsl_type( GLSL_TYPE_FLOAT, 4, 2, "mat2x4"), |
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glsl_type( GLSL_TYPE_FLOAT, 2, 3, "mat3x2"), |
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glsl_type( GLSL_TYPE_FLOAT, 4, 3, "mat3x4"), |
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glsl_type( GLSL_TYPE_FLOAT, 2, 4, "mat4x2"), |
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glsl_type( GLSL_TYPE_FLOAT, 3, 4, "mat4x3"), |
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glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"), |
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glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"), |
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glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"), |
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glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"), |
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glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"), |
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glsl_type(GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4, "mat4x3"), |
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}; |
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const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0]; |
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const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1]; |
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@@ -201,33 +207,50 @@ const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5]; |
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/*@{*/ |
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static const struct glsl_type builtin_130_types[] = { |
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glsl_type( GLSL_TYPE_UINT, 1, 1, "uint"), |
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glsl_type( GLSL_TYPE_UINT, 2, 1, "uvec2"), |
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glsl_type( GLSL_TYPE_UINT, 3, 1, "uvec3"), |
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glsl_type( GLSL_TYPE_UINT, 4, 1, "uvec4"), |
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glsl_type(GL_UNSIGNED_INT, GLSL_TYPE_UINT, 1, 1, "uint"), |
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glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"), |
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glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"), |
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glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"), |
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/* 1D and 2D texture arrays */ |
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glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"), |
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glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"), |
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glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"), |
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glsl_type( GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"), |
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glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"), |
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glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"), |
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glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"), |
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glsl_type( GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"), |
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glsl_type(GL_SAMPLER_1D_ARRAY, |
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GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"), |
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glsl_type(GL_INT_SAMPLER_1D_ARRAY, |
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GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"), |
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glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY, |
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GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"), |
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glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW, |
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GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"), |
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glsl_type(GL_SAMPLER_2D_ARRAY, |
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GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"), |
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glsl_type(GL_INT_SAMPLER_2D_ARRAY, |
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GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"), |
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glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY, |
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GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"), |
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glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW, |
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GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"), |
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/* cube shadow samplers */ |
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glsl_type(GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"), |
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glsl_type(GL_SAMPLER_CUBE_SHADOW, |
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GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"), |
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/* signed and unsigned integer samplers */ |
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glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"), |
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glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"), |
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glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"), |
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glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"), |
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glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"), |
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glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"), |
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glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"), |
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glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"), |
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glsl_type(GL_INT_SAMPLER_1D, |
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GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"), |
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glsl_type(GL_UNSIGNED_INT_SAMPLER_1D, |
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GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"), |
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glsl_type(GL_INT_SAMPLER_2D, |
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GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"), |
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glsl_type(GL_UNSIGNED_INT_SAMPLER_2D, |
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GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"), |
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glsl_type(GL_INT_SAMPLER_3D, |
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GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"), |
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glsl_type(GL_UNSIGNED_INT_SAMPLER_3D, |
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GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"), |
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glsl_type(GL_INT_SAMPLER_CUBE, |
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GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"), |
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glsl_type(GL_INT_SAMPLER_CUBE, |
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GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"), |
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}; |
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const glsl_type *const glsl_type::uint_type = & builtin_130_types[0]; |
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@@ -239,8 +262,10 @@ const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3]; |
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/*@{*/ |
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static const struct glsl_type builtin_ARB_texture_rectangle_types[] = { |
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glsl_type(GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"), |
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glsl_type(GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"), |
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glsl_type(GL_SAMPLER_2D_RECT, |
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GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"), |
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glsl_type(GL_SAMPLER_2D_RECT_SHADOW, |
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GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"), |
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}; |
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/*@}*/ |
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@@ -249,10 +274,14 @@ static const struct glsl_type builtin_ARB_texture_rectangle_types[] = { |
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/*@{*/ |
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static const struct glsl_type builtin_EXT_texture_array_types[] = { |
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glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"), |
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glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"), |
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glsl_type( GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"), |
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glsl_type( GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"), |
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glsl_type(GL_SAMPLER_1D_ARRAY, |
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GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"), |
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glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW, |
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GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"), |
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glsl_type(GL_SAMPLER_2D_ARRAY, |
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GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"), |
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glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW, |
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GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"), |
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}; |
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/*@}*/ |
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@@ -261,8 +290,11 @@ static const struct glsl_type builtin_EXT_texture_array_types[] = { |
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/*@{*/ |
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static const struct glsl_type builtin_EXT_texture_buffer_object_types[] = { |
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glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"), |
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glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"), |
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glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"), |
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glsl_type(GL_SAMPLER_BUFFER, |
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GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"), |
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glsl_type(GL_INT_SAMPLER_BUFFER, |
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GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"), |
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glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER, |
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GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"), |
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}; |
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/*@}*/ |