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/*
* 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 "compiler/glsl_types.h"
#include "glsl_parser_extras.h"
#include "util/macros.h"
/**
* Declarations of type flyweights (glsl_type::_foo_type) and
* convenience pointers (glsl_type::foo_type).
* @{
*/
#define DECL_TYPE(NAME, ...)
#define STRUCT_TYPE(NAME) \
const glsl_type glsl_type::_struct_##NAME##_type = \
glsl_type(NAME##_fields, ARRAY_SIZE(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_struct_field(glsl_type::float_type, "near"),
glsl_struct_field(glsl_type::float_type, "far"),
glsl_struct_field(glsl_type::float_type, "diff"),
};
static const struct glsl_struct_field gl_PointParameters_fields[] = {
glsl_struct_field(glsl_type::float_type, "size"),
glsl_struct_field(glsl_type::float_type, "sizeMin"),
glsl_struct_field(glsl_type::float_type, "sizeMax"),
glsl_struct_field(glsl_type::float_type, "fadeThresholdSize"),
glsl_struct_field(glsl_type::float_type, "distanceConstantAttenuation"),
glsl_struct_field(glsl_type::float_type, "distanceLinearAttenuation"),
glsl_struct_field(glsl_type::float_type, "distanceQuadraticAttenuation"),
};
static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
glsl_struct_field(glsl_type::vec4_type, "emission"),
glsl_struct_field(glsl_type::vec4_type, "ambient"),
glsl_struct_field(glsl_type::vec4_type, "diffuse"),
glsl_struct_field(glsl_type::vec4_type, "specular"),
glsl_struct_field(glsl_type::float_type, "shininess"),
};
static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
glsl_struct_field(glsl_type::vec4_type, "ambient"),
glsl_struct_field(glsl_type::vec4_type, "diffuse"),
glsl_struct_field(glsl_type::vec4_type, "specular"),
glsl_struct_field(glsl_type::vec4_type, "position"),
glsl_struct_field(glsl_type::vec4_type, "halfVector"),
glsl_struct_field(glsl_type::vec3_type, "spotDirection"),
glsl_struct_field(glsl_type::float_type, "spotExponent"),
glsl_struct_field(glsl_type::float_type, "spotCutoff"),
glsl_struct_field(glsl_type::float_type, "spotCosCutoff"),
glsl_struct_field(glsl_type::float_type, "constantAttenuation"),
glsl_struct_field(glsl_type::float_type, "linearAttenuation"),
glsl_struct_field(glsl_type::float_type, "quadraticAttenuation"),
};
static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
glsl_struct_field(glsl_type::vec4_type, "ambient"),
};
static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
glsl_struct_field(glsl_type::vec4_type, "sceneColor"),
};
static const struct glsl_struct_field gl_LightProducts_fields[] = {
glsl_struct_field(glsl_type::vec4_type, "ambient"),
glsl_struct_field(glsl_type::vec4_type, "diffuse"),
glsl_struct_field(glsl_type::vec4_type, "specular"),
};
static const struct glsl_struct_field gl_FogParameters_fields[] = {
glsl_struct_field(glsl_type::vec4_type, "color"),
glsl_struct_field(glsl_type::float_type, "density"),
glsl_struct_field(glsl_type::float_type, "start"),
glsl_struct_field(glsl_type::float_type, "end"),
glsl_struct_field(glsl_type::float_type, "scale"),
};
#include "compiler/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 },
static const 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(double, 400, 999)
T(dvec2, 400, 999)
T(dvec3, 400, 999)
T(dvec4, 400, 999)
T(dmat2, 400, 999)
T(dmat3, 400, 999)
T(dmat4, 400, 999)
T(dmat2x3, 400, 999)
T(dmat2x4, 400, 999)
T(dmat3x2, 400, 999)
T(dmat3x4, 400, 999)
T(dmat4x2, 400, 999)
T(dmat4x3, 400, 999)
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, 320)
T(sampler2DRect, 140, 999)
T(samplerBuffer, 140, 320)
T(sampler2DMS, 150, 310)
T(sampler2DMSArray, 150, 320)
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, 320)
T(isampler2DRect, 140, 999)
T(isamplerBuffer, 140, 320)
T(isampler2DMS, 150, 310)
T(isampler2DMSArray, 150, 320)
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, 320)
T(usampler2DRect, 140, 999)
T(usamplerBuffer, 140, 320)
T(usampler2DMS, 150, 310)
T(usampler2DMSArray, 150, 320)
T(sampler1DShadow, 110, 999)
T(sampler2DShadow, 110, 300)
T(samplerCubeShadow, 130, 300)
T(sampler1DArrayShadow, 130, 999)
T(sampler2DArrayShadow, 130, 300)
T(samplerCubeArrayShadow, 400, 320)
T(sampler2DRectShadow, 140, 999)
T(struct_gl_DepthRangeParameters, 110, 100)
T(image1D, 420, 999)
T(image2D, 420, 310)
T(image3D, 420, 310)
T(image2DRect, 420, 999)
T(imageCube, 420, 310)
T(imageBuffer, 420, 320)
T(image1DArray, 420, 999)
T(image2DArray, 420, 310)
T(imageCubeArray, 420, 320)
T(image2DMS, 420, 999)
T(image2DMSArray, 420, 999)
T(iimage1D, 420, 999)
T(iimage2D, 420, 310)
T(iimage3D, 420, 310)
T(iimage2DRect, 420, 999)
T(iimageCube, 420, 310)
T(iimageBuffer, 420, 320)
T(iimage1DArray, 420, 999)
T(iimage2DArray, 420, 310)
T(iimageCubeArray, 420, 320)
T(iimage2DMS, 420, 999)
T(iimage2DMSArray, 420, 999)
T(uimage1D, 420, 999)
T(uimage2D, 420, 310)
T(uimage3D, 420, 310)
T(uimage2DRect, 420, 999)
T(uimageCube, 420, 310)
T(uimageBuffer, 420, 320)
T(uimage1DArray, 420, 999)
T(uimage2DArray, 420, 310)
T(uimageCubeArray, 420, 320)
T(uimage2DMS, 420, 999)
T(uimage2DMSArray, 420, 999)
T(atomic_uint, 420, 310)
};
static 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 < ARRAY_SIZE(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 < ARRAY_SIZE(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 ||
state->EXT_texture_cube_map_array_enable ||
state->OES_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);
}
if (state->ARB_texture_multisample_enable ||
state->OES_texture_storage_multisample_2d_array_enable) {
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_image_load_store_enable ||
state->EXT_texture_cube_map_array_enable ||
state->OES_texture_cube_map_array_enable) {
add_type(symbols, glsl_type::imageCubeArray_type);
add_type(symbols, glsl_type::iimageCubeArray_type);
add_type(symbols, glsl_type::uimageCubeArray_type);
}
if (state->ARB_shader_image_load_store_enable) {
add_type(symbols, glsl_type::image1D_type);
add_type(symbols, glsl_type::image2D_type);
add_type(symbols, glsl_type::image3D_type);
add_type(symbols, glsl_type::image2DRect_type);
add_type(symbols, glsl_type::imageCube_type);
add_type(symbols, glsl_type::imageBuffer_type);
add_type(symbols, glsl_type::image1DArray_type);
add_type(symbols, glsl_type::image2DArray_type);
add_type(symbols, glsl_type::image2DMS_type);
add_type(symbols, glsl_type::image2DMSArray_type);
add_type(symbols, glsl_type::iimage1D_type);
add_type(symbols, glsl_type::iimage2D_type);
add_type(symbols, glsl_type::iimage3D_type);
add_type(symbols, glsl_type::iimage2DRect_type);
add_type(symbols, glsl_type::iimageCube_type);
add_type(symbols, glsl_type::iimageBuffer_type);
add_type(symbols, glsl_type::iimage1DArray_type);
add_type(symbols, glsl_type::iimage2DArray_type);
add_type(symbols, glsl_type::iimage2DMS_type);
add_type(symbols, glsl_type::iimage2DMSArray_type);
add_type(symbols, glsl_type::uimage1D_type);
add_type(symbols, glsl_type::uimage2D_type);
add_type(symbols, glsl_type::uimage3D_type);
add_type(symbols, glsl_type::uimage2DRect_type);
add_type(symbols, glsl_type::uimageCube_type);
add_type(symbols, glsl_type::uimageBuffer_type);
add_type(symbols, glsl_type::uimage1DArray_type);
add_type(symbols, glsl_type::uimage2DArray_type);
add_type(symbols, glsl_type::uimage2DMS_type);
add_type(symbols, glsl_type::uimage2DMSArray_type);
}
if (state->EXT_texture_buffer_enable || state->OES_texture_buffer_enable) {
add_type(symbols, glsl_type::samplerBuffer_type);
add_type(symbols, glsl_type::isamplerBuffer_type);
add_type(symbols, glsl_type::usamplerBuffer_type);
add_type(symbols, glsl_type::imageBuffer_type);
add_type(symbols, glsl_type::iimageBuffer_type);
add_type(symbols, glsl_type::uimageBuffer_type);
}
if (state->has_atomic_counters()) {
add_type(symbols, glsl_type::atomic_uint_type);
}
if (state->ARB_gpu_shader_fp64_enable) {
add_type(symbols, glsl_type::double_type);
add_type(symbols, glsl_type::dvec2_type);
add_type(symbols, glsl_type::dvec3_type);
add_type(symbols, glsl_type::dvec4_type);
add_type(symbols, glsl_type::dmat2_type);
add_type(symbols, glsl_type::dmat3_type);
add_type(symbols, glsl_type::dmat4_type);
add_type(symbols, glsl_type::dmat2x3_type);
add_type(symbols, glsl_type::dmat2x4_type);
add_type(symbols, glsl_type::dmat3x2_type);
add_type(symbols, glsl_type::dmat3x4_type);
add_type(symbols, glsl_type::dmat4x2_type);
add_type(symbols, glsl_type::dmat4x3_type);
}
}
/** @} */