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glsl2: Associate the GLenum for the type with builtin GLSL types.

tags/mesa-7.9-rc1
Eric Anholt 15 years ago
parent
commit
0fd97db8b0
2 changed files with 99 additions and 61 deletions
  1. 91
    59
      src/glsl/builtin_types.h
  2. 8
    2
      src/glsl/glsl_types.h

+ 91
- 59
src/glsl/builtin_types.h View File

@@ -26,10 +26,10 @@
#endif

static const struct glsl_type _error_type =
glsl_type(GLSL_TYPE_ERROR, 0, 0, "");
glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, "");

static const struct glsl_type void_type =
glsl_type(GLSL_TYPE_VOID, 0, 0, "void");
glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void");

const glsl_type *const glsl_type::error_type = & _error_type;

@@ -40,27 +40,33 @@ const glsl_type *const glsl_type::error_type = & _error_type;
/*@{*/

static const struct glsl_type builtin_core_types[] = {
glsl_type( GLSL_TYPE_BOOL, 1, 1, "bool"),
glsl_type( GLSL_TYPE_BOOL, 2, 1, "bvec2"),
glsl_type( GLSL_TYPE_BOOL, 3, 1, "bvec3"),
glsl_type( GLSL_TYPE_BOOL, 4, 1, "bvec4"),
glsl_type( GLSL_TYPE_INT, 1, 1, "int"),
glsl_type( GLSL_TYPE_INT, 2, 1, "ivec2"),
glsl_type( GLSL_TYPE_INT, 3, 1, "ivec3"),
glsl_type( GLSL_TYPE_INT, 4, 1, "ivec4"),
glsl_type( GLSL_TYPE_FLOAT, 1, 1, "float"),
glsl_type( GLSL_TYPE_FLOAT, 2, 1, "vec2"),
glsl_type( GLSL_TYPE_FLOAT, 3, 1, "vec3"),
glsl_type( GLSL_TYPE_FLOAT, 4, 1, "vec4"),
glsl_type( GLSL_TYPE_FLOAT, 2, 2, "mat2"),
glsl_type( GLSL_TYPE_FLOAT, 3, 3, "mat3"),
glsl_type( GLSL_TYPE_FLOAT, 4, 4, "mat4"),
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT, "sampler1D"),
glsl_type( GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT, "sampler1DShadow"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT, "sampler2D"),
glsl_type( GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT, "sampler2DShadow"),
glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT, "sampler3D"),
glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT, "samplerCube"),
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_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, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT,
"sampler2D"),
glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT,
"sampler2DShadow"),
glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
"sampler3D"),
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];
@@ -181,12 +187,12 @@ static const struct glsl_type builtin_110_deprecated_structure_types[] = {
/*@{*/

static const struct glsl_type builtin_120_types[] = {
glsl_type( GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
glsl_type( GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
glsl_type( GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
glsl_type( GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
glsl_type( GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
glsl_type( GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
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];
@@ -201,33 +207,50 @@ const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
/*@{*/

static const struct glsl_type builtin_130_types[] = {
glsl_type( GLSL_TYPE_UINT, 1, 1, "uint"),
glsl_type( GLSL_TYPE_UINT, 2, 1, "uvec2"),
glsl_type( GLSL_TYPE_UINT, 3, 1, "uvec3"),
glsl_type( GLSL_TYPE_UINT, 4, 1, "uvec4"),
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 */
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"),
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"),
glsl_type( GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"),
glsl_type( GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
glsl_type(GL_SAMPLER_1D_ARRAY,
GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
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_SAMPLER_1D_ARRAY_SHADOW,
GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
glsl_type(GL_SAMPLER_2D_ARRAY,
GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
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"),
glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),

/* cube shadow samplers */
glsl_type(GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
glsl_type(GL_SAMPLER_CUBE_SHADOW,
GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),

/* signed and unsigned integer samplers */
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"),
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"),
glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"),
glsl_type( GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"),
glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"),
glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"),
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];
@@ -239,8 +262,10 @@ const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3];
/*@{*/

static const struct glsl_type builtin_ARB_texture_rectangle_types[] = {
glsl_type(GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
glsl_type(GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
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"),
};
/*@}*/

@@ -249,10 +274,14 @@ static const struct glsl_type builtin_ARB_texture_rectangle_types[] = {
/*@{*/

static const struct glsl_type builtin_EXT_texture_array_types[] = {
glsl_type( GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
glsl_type( GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
glsl_type( GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
glsl_type( GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
glsl_type(GL_SAMPLER_1D_ARRAY,
GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
glsl_type(GL_SAMPLER_2D_ARRAY,
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"),
};
/*@}*/

@@ -261,8 +290,11 @@ static const struct glsl_type builtin_EXT_texture_array_types[] = {
/*@{*/

static const struct glsl_type builtin_EXT_texture_buffer_object_types[] = {
glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"),
glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"),
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"),
};
/*@}*/

+ 8
- 2
src/glsl/glsl_types.h View File

@@ -30,6 +30,7 @@
#include <cassert>

extern "C" {
#include "GL/gl.h"
#include <talloc.h>
}

@@ -55,6 +56,7 @@ enum glsl_sampler_dim {


struct glsl_type {
GLenum gl_type;
unsigned base_type:4;

unsigned sampler_dimensionality:3;
@@ -151,8 +153,10 @@ struct glsl_type {
/*@}*/


glsl_type(unsigned base_type, unsigned vector_elements,
glsl_type(GLenum gl_type,
unsigned base_type, unsigned vector_elements,
unsigned matrix_columns, const char *name) :
gl_type(gl_type),
base_type(base_type),
sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
sampler_type(0),
@@ -166,8 +170,10 @@ struct glsl_type {
memset(& fields, 0, sizeof(fields));
}

glsl_type(enum glsl_sampler_dim dim, bool shadow, bool array,
glsl_type(GLenum gl_type,
enum glsl_sampler_dim dim, bool shadow, bool array,
unsigned type, const char *name) :
gl_type(gl_type),
base_type(GLSL_TYPE_SAMPLER),
sampler_dimensionality(dim), sampler_shadow(shadow),
sampler_array(array), sampler_type(type),

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