glsl2: Associate the GLenum for the type with builtin GLSL types.
This commit is contained in:
@@ -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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/*@}*/
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@@ -30,6 +30,7 @@
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#include <cassert>
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extern "C" {
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#include "GL/gl.h"
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#include <talloc.h>
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}
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@@ -55,6 +56,7 @@ enum glsl_sampler_dim {
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struct glsl_type {
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GLenum gl_type;
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unsigned base_type:4;
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unsigned sampler_dimensionality:3;
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@@ -151,8 +153,10 @@ struct glsl_type {
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/*@}*/
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glsl_type(unsigned base_type, unsigned vector_elements,
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glsl_type(GLenum gl_type,
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unsigned base_type, unsigned vector_elements,
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unsigned matrix_columns, const char *name) :
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gl_type(gl_type),
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base_type(base_type),
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sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
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sampler_type(0),
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@@ -166,8 +170,10 @@ struct glsl_type {
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memset(& fields, 0, sizeof(fields));
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}
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glsl_type(enum glsl_sampler_dim dim, bool shadow, bool array,
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glsl_type(GLenum gl_type,
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enum glsl_sampler_dim dim, bool shadow, bool array,
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unsigned type, const char *name) :
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gl_type(gl_type),
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base_type(GLSL_TYPE_SAMPLER),
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sampler_dimensionality(dim), sampler_shadow(shadow),
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sampler_array(array), sampler_type(type),
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