/* * 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, -1 }, { glsl_type::float_type, "far", false, -1 }, { glsl_type::float_type, "diff", false, -1 }, }; static const struct glsl_struct_field gl_PointParameters_fields[] = { { glsl_type::float_type, "size", false, -1 }, { glsl_type::float_type, "sizeMin", false, -1 }, { glsl_type::float_type, "sizeMax", false, -1 }, { glsl_type::float_type, "fadeThresholdSize", false, -1 }, { glsl_type::float_type, "distanceConstantAttenuation", false, -1 }, { glsl_type::float_type, "distanceLinearAttenuation", false, -1 }, { glsl_type::float_type, "distanceQuadraticAttenuation", false, -1 }, }; static const struct glsl_struct_field gl_MaterialParameters_fields[] = { { glsl_type::vec4_type, "emission", false, -1 }, { glsl_type::vec4_type, "ambient", false, -1 }, { glsl_type::vec4_type, "diffuse", false, -1 }, { glsl_type::vec4_type, "specular", false, -1 }, { glsl_type::float_type, "shininess", false, -1 }, }; static const struct glsl_struct_field gl_LightSourceParameters_fields[] = { { glsl_type::vec4_type, "ambient", false, -1 }, { glsl_type::vec4_type, "diffuse", false, -1 }, { glsl_type::vec4_type, "specular", false, -1 }, { glsl_type::vec4_type, "position", false, -1 }, { glsl_type::vec4_type, "halfVector", false, -1 }, { glsl_type::vec3_type, "spotDirection", false, -1 }, { glsl_type::float_type, "spotExponent", false, -1 }, { glsl_type::float_type, "spotCutoff", false, -1 }, { glsl_type::float_type, "spotCosCutoff", false, -1 }, { glsl_type::float_type, "constantAttenuation", false, -1 }, { glsl_type::float_type, "linearAttenuation", false, -1 }, { glsl_type::float_type, "quadraticAttenuation", false, -1 }, }; static const struct glsl_struct_field gl_LightModelParameters_fields[] = { { glsl_type::vec4_type, "ambient", false, -1 }, }; static const struct glsl_struct_field gl_LightModelProducts_fields[] = { { glsl_type::vec4_type, "sceneColor", false, -1 }, }; static const struct glsl_struct_field gl_LightProducts_fields[] = { { glsl_type::vec4_type, "ambient", false, -1 }, { glsl_type::vec4_type, "diffuse", false, -1 }, { glsl_type::vec4_type, "specular", false, -1 }, }; static const struct glsl_struct_field gl_FogParameters_fields[] = { { glsl_type::vec4_type, "color", false, -1 }, { glsl_type::float_type, "density", false, -1 }, { glsl_type::float_type, "start", false, -1 }, { glsl_type::float_type, "end", false, -1 }, { glsl_type::float_type, "scale", false, -1 }, }; #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) T(atomic_uint, 420, 999) }; 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); } if (state->ARB_shader_atomic_counters_enable) { add_type(symbols, glsl_type::atomic_uint_type); } } /** @} */