Mesa (master): glsl: Streamline the built-in type handling code.

Kenneth Graunke kwg at kemper.freedesktop.org
Wed Jun 26 18:40:21 UTC 2013


Module: Mesa
Branch: master
Commit: 4563dfe23a300f0fc1652a609f5ad9e9a755fb99
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=4563dfe23a300f0fc1652a609f5ad9e9a755fb99

Author: Kenneth Graunke <kenneth at whitecape.org>
Date:   Tue Jun 18 04:22:33 2013 -0700

glsl: Streamline the built-in type handling code.

Over the last few years, the compiler has grown to support 7 different
language versions and 6 extensions that add new built-in types.  With
more and more features being added, some of our core code has devolved
into an unmaintainable spaghetti of sorts.

A few problems with the old code:
1. Built-in types are declared...where exactly?

   The types in builtin_types.h were organized in arrays by the language
   version or extension they were introduced in.  It's factored out to
   avoid duplicates---every type only exists in one array.  But that
   means that sampler1D is declared in 110, sampler2D is in core types,
   sampler3D is a unique global not in a list...and so on.

2. Spaghetti call-chains with weird parameters:

   generate_300ES_types calls generate_130_types which calls
   generate_120_types and generate_EXT_texture_array_types, which calls
   generate_110_types, which calls generate_100ES_types...and more

   Except that ES doesn't want 1D types, so we have a skip_1d parameter.
   add_deprecated also falls into this category.

3. Missing type accessors.

   Common types have convenience pointers (like glsl_type::vec4_type),
   but others may not be accessible at all without a symbol table (for
   example, sampler types).

4. Global variable declarations in a header file?

   #include "builtin_types.h" in two C++ files would break the build.

The new code addresses these problems.  All built-in types are declared
together in a single table, independent of when they were introduced.
The macro that declares a new built-in type also creates a convenience
pointer, so every type is available and it won't get out of sync.

The code to populate a symbol table with the appropriate types for a
particular language version and set of extensions is now a single
table-driven function.  The table lists the type name and GL/ES versions
when it was introduced (similar to how the lexer handles reserved
words).  A single loop adds types based on the language version.
Explicit extension checks then add additional types.  If they were
already added based on the language version, glsl_symbol_table simply
ignores the request to add them a second time, meaning we don't need
to worry about duplicates and can simply list types where they belong.

v2: Mark uvecs and shadow samplers as ES3 only, and 1DArrayShadow as
    unsupported in ES entirely.  Add a touch more doxygen.

Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
Reviewed-by: Eric Anholt <eric at anholt.net>

---

 src/glsl/Makefile.sources      |    1 +
 src/glsl/builtin_type_macros.h |  120 +++++++++++++
 src/glsl/builtin_types.cpp     |  288 +++++++++++++++++++++++++++++++
 src/glsl/builtin_types.h       |  368 ----------------------------------------
 src/glsl/glsl_types.cpp        |  253 ---------------------------
 src/glsl/glsl_types.h          |   88 ++--------
 6 files changed, 424 insertions(+), 694 deletions(-)

diff --git a/src/glsl/Makefile.sources b/src/glsl/Makefile.sources
index 50bad85..acd19d1 100644
--- a/src/glsl/Makefile.sources
+++ b/src/glsl/Makefile.sources
@@ -21,6 +21,7 @@ LIBGLSL_FILES = \
 	$(GLSL_SRCDIR)/ast_function.cpp \
 	$(GLSL_SRCDIR)/ast_to_hir.cpp \
 	$(GLSL_SRCDIR)/ast_type.cpp \
+	$(GLSL_SRCDIR)/builtin_types.cpp \
 	$(GLSL_SRCDIR)/builtin_variables.cpp \
 	$(GLSL_SRCDIR)/glsl_parser_extras.cpp \
 	$(GLSL_SRCDIR)/glsl_types.cpp \
diff --git a/src/glsl/builtin_type_macros.h b/src/glsl/builtin_type_macros.h
new file mode 100644
index 0000000..fec38da
--- /dev/null
+++ b/src/glsl/builtin_type_macros.h
@@ -0,0 +1,120 @@
+/*
+ * 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_type_macros.h
+ *
+ * This contains definitions for all GLSL built-in types, regardless of what
+ * language version or extension might provide them.
+ */
+
+#include "glsl_types.h"
+
+DECL_TYPE(error,  GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0)
+DECL_TYPE(void,   GL_INVALID_ENUM, GLSL_TYPE_VOID,  0, 0)
+
+DECL_TYPE(bool,   GL_BOOL,         GLSL_TYPE_BOOL,  1, 1)
+DECL_TYPE(bvec2,  GL_BOOL_VEC2,    GLSL_TYPE_BOOL,  2, 1)
+DECL_TYPE(bvec3,  GL_BOOL_VEC3,    GLSL_TYPE_BOOL,  3, 1)
+DECL_TYPE(bvec4,  GL_BOOL_VEC4,    GLSL_TYPE_BOOL,  4, 1)
+
+DECL_TYPE(int,    GL_INT,          GLSL_TYPE_INT,   1, 1)
+DECL_TYPE(ivec2,  GL_INT_VEC2,     GLSL_TYPE_INT,   2, 1)
+DECL_TYPE(ivec3,  GL_INT_VEC3,     GLSL_TYPE_INT,   3, 1)
+DECL_TYPE(ivec4,  GL_INT_VEC4,     GLSL_TYPE_INT,   4, 1)
+
+DECL_TYPE(uint,   GL_UNSIGNED_INT,      GLSL_TYPE_UINT, 1, 1)
+DECL_TYPE(uvec2,  GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1)
+DECL_TYPE(uvec3,  GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1)
+DECL_TYPE(uvec4,  GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1)
+
+DECL_TYPE(float,  GL_FLOAT,        GLSL_TYPE_FLOAT, 1, 1)
+DECL_TYPE(vec2,   GL_FLOAT_VEC2,   GLSL_TYPE_FLOAT, 2, 1)
+DECL_TYPE(vec3,   GL_FLOAT_VEC3,   GLSL_TYPE_FLOAT, 3, 1)
+DECL_TYPE(vec4,   GL_FLOAT_VEC4,   GLSL_TYPE_FLOAT, 4, 1)
+
+DECL_TYPE(mat2,   GL_FLOAT_MAT2,   GLSL_TYPE_FLOAT, 2, 2)
+DECL_TYPE(mat3,   GL_FLOAT_MAT3,   GLSL_TYPE_FLOAT, 3, 3)
+DECL_TYPE(mat4,   GL_FLOAT_MAT4,   GLSL_TYPE_FLOAT, 4, 4)
+
+DECL_TYPE(mat2x3, GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2)
+DECL_TYPE(mat2x4, GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2)
+DECL_TYPE(mat3x2, GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3)
+DECL_TYPE(mat3x4, GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3)
+DECL_TYPE(mat4x2, GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4)
+DECL_TYPE(mat4x3, GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4)
+
+DECL_TYPE(sampler1D,         GL_SAMPLER_1D,                   GLSL_SAMPLER_DIM_1D,   0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2D,         GL_SAMPLER_2D,                   GLSL_SAMPLER_DIM_2D,   0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler3D,         GL_SAMPLER_3D,                   GLSL_SAMPLER_DIM_3D,   0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(samplerCube,       GL_SAMPLER_CUBE,                 GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler1DArray,    GL_SAMPLER_1D_ARRAY,             GLSL_SAMPLER_DIM_1D,   0, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DArray,    GL_SAMPLER_2D_ARRAY,             GLSL_SAMPLER_DIM_2D,   0, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(samplerCubeArray,  GL_SAMPLER_CUBE_MAP_ARRAY,       GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DRect,     GL_SAMPLER_2D_RECT,              GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(samplerBuffer,     GL_SAMPLER_BUFFER,               GLSL_SAMPLER_DIM_BUF,  0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DMS,       GL_SAMPLER_2D_MULTISAMPLE,       GLSL_SAMPLER_DIM_MS,   0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DMSArray,  GL_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_SAMPLER_DIM_MS,   0, 1, GLSL_TYPE_FLOAT)
+
+DECL_TYPE(isampler1D,        GL_INT_SAMPLER_1D,                   GLSL_SAMPLER_DIM_1D,   0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isampler2D,        GL_INT_SAMPLER_2D,                   GLSL_SAMPLER_DIM_2D,   0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isampler3D,        GL_INT_SAMPLER_3D,                   GLSL_SAMPLER_DIM_3D,   0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isamplerCube,      GL_INT_SAMPLER_CUBE,                 GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isampler1DArray,   GL_INT_SAMPLER_1D_ARRAY,             GLSL_SAMPLER_DIM_1D,   0, 1, GLSL_TYPE_INT)
+DECL_TYPE(isampler2DArray,   GL_INT_SAMPLER_2D_ARRAY,             GLSL_SAMPLER_DIM_2D,   0, 1, GLSL_TYPE_INT)
+DECL_TYPE(isamplerCubeArray, GL_INT_SAMPLER_CUBE_MAP_ARRAY,       GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_INT)
+DECL_TYPE(isampler2DRect,    GL_INT_SAMPLER_2D_RECT,              GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isamplerBuffer,    GL_INT_SAMPLER_BUFFER,               GLSL_SAMPLER_DIM_BUF,  0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isampler2DMS,      GL_INT_SAMPLER_2D_MULTISAMPLE,       GLSL_SAMPLER_DIM_MS,   0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isampler2DMSArray, GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_SAMPLER_DIM_MS,   0, 1, GLSL_TYPE_INT)
+
+DECL_TYPE(usampler1D,        GL_UNSIGNED_INT_SAMPLER_1D,                   GLSL_SAMPLER_DIM_1D,   0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usampler2D,        GL_UNSIGNED_INT_SAMPLER_2D,                   GLSL_SAMPLER_DIM_2D,   0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usampler3D,        GL_UNSIGNED_INT_SAMPLER_3D,                   GLSL_SAMPLER_DIM_3D,   0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usamplerCube,      GL_INT_SAMPLER_CUBE,                          GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usampler1DArray,   GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,             GLSL_SAMPLER_DIM_1D,   0, 1, GLSL_TYPE_UINT)
+DECL_TYPE(usampler2DArray,   GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,             GLSL_SAMPLER_DIM_2D,   0, 1, GLSL_TYPE_UINT)
+DECL_TYPE(usamplerCubeArray, GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY,       GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_UINT)
+DECL_TYPE(usampler2DRect,    GL_UNSIGNED_INT_SAMPLER_2D_RECT,              GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usamplerBuffer,    GL_UNSIGNED_INT_SAMPLER_BUFFER,               GLSL_SAMPLER_DIM_BUF,  0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usampler2DMS,      GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE,       GLSL_SAMPLER_DIM_MS,   0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usampler2DMSArray, GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_SAMPLER_DIM_MS,   0, 1, GLSL_TYPE_UINT)
+
+DECL_TYPE(sampler1DShadow,        GL_SAMPLER_1D_SHADOW,             GLSL_SAMPLER_DIM_1D,       1, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DShadow,        GL_SAMPLER_2D_SHADOW,             GLSL_SAMPLER_DIM_2D,       1, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(samplerCubeShadow,      GL_SAMPLER_CUBE_SHADOW,           GLSL_SAMPLER_DIM_CUBE,     1, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler1DArrayShadow,   GL_SAMPLER_1D_ARRAY_SHADOW,       GLSL_SAMPLER_DIM_1D,       1, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DArrayShadow,   GL_SAMPLER_2D_ARRAY_SHADOW,       GLSL_SAMPLER_DIM_2D,       1, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(samplerCubeArrayShadow, GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW, GLSL_SAMPLER_DIM_CUBE,     1, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DRectShadow,    GL_SAMPLER_2D_RECT_SHADOW,        GLSL_SAMPLER_DIM_RECT,     1, 0, GLSL_TYPE_FLOAT)
+
+DECL_TYPE(samplerExternalOES,     GL_SAMPLER_EXTERNAL_OES,          GLSL_SAMPLER_DIM_EXTERNAL, 0, 0, GLSL_TYPE_FLOAT)
+
+STRUCT_TYPE(gl_DepthRangeParameters)
+STRUCT_TYPE(gl_PointParameters)
+STRUCT_TYPE(gl_MaterialParameters)
+STRUCT_TYPE(gl_LightSourceParameters)
+STRUCT_TYPE(gl_LightModelParameters)
+STRUCT_TYPE(gl_LightModelProducts)
+STRUCT_TYPE(gl_LightProducts)
+STRUCT_TYPE(gl_FogParameters)
diff --git a/src/glsl/builtin_types.cpp b/src/glsl/builtin_types.cpp
new file mode 100644
index 0000000..93c2d38
--- /dev/null
+++ b/src/glsl/builtin_types.cpp
@@ -0,0 +1,288 @@
+/*
+ * 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, REST...)                                \
+   const glsl_type glsl_type::_##NAME##_type = glsl_type(REST, #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 },
+   { glsl_type::float_type, "far",  false },
+   { glsl_type::float_type, "diff", false },
+};
+
+static const struct glsl_struct_field gl_PointParameters_fields[] = {
+   { glsl_type::float_type, "size", false },
+   { glsl_type::float_type, "sizeMin", false },
+   { glsl_type::float_type, "sizeMax", false },
+   { glsl_type::float_type, "fadeThresholdSize", false },
+   { glsl_type::float_type, "distanceConstantAttenuation", false },
+   { glsl_type::float_type, "distanceLinearAttenuation", false },
+   { glsl_type::float_type, "distanceQuadraticAttenuation", false },
+};
+
+static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
+   { glsl_type::vec4_type, "emission", false },
+   { glsl_type::vec4_type, "ambient", false },
+   { glsl_type::vec4_type, "diffuse", false },
+   { glsl_type::vec4_type, "specular", false },
+   { glsl_type::float_type, "shininess", false },
+};
+
+static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
+   { glsl_type::vec4_type, "ambient", false },
+   { glsl_type::vec4_type, "diffuse", false },
+   { glsl_type::vec4_type, "specular", false },
+   { glsl_type::vec4_type, "position", false },
+   { glsl_type::vec4_type, "halfVector", false },
+   { glsl_type::vec3_type, "spotDirection", false },
+   { glsl_type::float_type, "spotExponent", false },
+   { glsl_type::float_type, "spotCutoff", false },
+   { glsl_type::float_type, "spotCosCutoff", false },
+   { glsl_type::float_type, "constantAttenuation", false },
+   { glsl_type::float_type, "linearAttenuation", false },
+   { glsl_type::float_type, "quadraticAttenuation", false },
+};
+
+static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
+   { glsl_type::vec4_type, "ambient", false },
+};
+
+static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
+   { glsl_type::vec4_type, "sceneColor", false },
+};
+
+static const struct glsl_struct_field gl_LightProducts_fields[] = {
+   { glsl_type::vec4_type, "ambient", false },
+   { glsl_type::vec4_type, "diffuse", false },
+   { glsl_type::vec4_type, "specular", false },
+};
+
+static const struct glsl_struct_field gl_FogParameters_fields[] = {
+   { glsl_type::vec4_type, "color", false },
+   { glsl_type::float_type, "density", false },
+   { glsl_type::float_type, "start", false },
+   { glsl_type::float_type, "end", false },
+   { glsl_type::float_type, "scale", false },
+};
+
+#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)
+};
+
+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);
+   }
+}
+/** @} */
diff --git a/src/glsl/builtin_types.h b/src/glsl/builtin_types.h
deleted file mode 100644
index acd2d76..0000000
--- a/src/glsl/builtin_types.h
+++ /dev/null
@@ -1,368 +0,0 @@
-/*
- * Copyright © 2009 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.
- */
-
-const glsl_type glsl_type::_error_type =
-   glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, "");
-
-const glsl_type glsl_type::_void_type =
-   glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void");
-
-const glsl_type glsl_type::_sampler3D_type =
-   glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
-	     "sampler3D");
-
-const glsl_type glsl_type::_samplerCubeShadow_type =
-   glsl_type(GL_SAMPLER_CUBE_SHADOW,
-	     GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT,
-             "samplerCubeShadow");
-
-const glsl_type *const glsl_type::error_type = & glsl_type::_error_type;
-const glsl_type *const glsl_type::void_type = & glsl_type::_void_type;
-
-/** \name Core built-in types
- *
- * These types exist in all versions of GLSL.
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_core_types[] = {
-   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_2D,   GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT,
-	     "sampler2D"),
-   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];
-const glsl_type *const glsl_type::bvec2_type = & builtin_core_types[1];
-const glsl_type *const glsl_type::bvec3_type = & builtin_core_types[2];
-const glsl_type *const glsl_type::bvec4_type = & builtin_core_types[3];
-const glsl_type *const glsl_type::int_type   = & builtin_core_types[4];
-const glsl_type *const glsl_type::ivec2_type = & builtin_core_types[5];
-const glsl_type *const glsl_type::ivec3_type = & builtin_core_types[6];
-const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7];
-const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
-const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9];
-const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10];
-const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11];
-const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12];
-const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13];
-const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14];
-/*@}*/
-
-/** \name GLSL structures that have not been deprecated.
- */
-/*@{*/
-
-static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = {
-   { glsl_type::float_type, "near", false },
-   { glsl_type::float_type, "far", false },
-   { glsl_type::float_type, "diff", false },
-};
-
-const glsl_type glsl_type::builtin_structure_types[] = {
-   glsl_type(gl_DepthRangeParameters_fields,
-             Elements(gl_DepthRangeParameters_fields),
-             "gl_DepthRangeParameters"),
-};
-/*@}*/
-
-/** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30
- */
-/*@{*/
-
-static const struct glsl_struct_field gl_PointParameters_fields[] = {
-   { glsl_type::float_type, "size", false },
-   { glsl_type::float_type, "sizeMin", false },
-   { glsl_type::float_type, "sizeMax", false },
-   { glsl_type::float_type, "fadeThresholdSize", false },
-   { glsl_type::float_type, "distanceConstantAttenuation", false },
-   { glsl_type::float_type, "distanceLinearAttenuation", false },
-   { glsl_type::float_type, "distanceQuadraticAttenuation", false },
-};
-
-static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
-   { glsl_type::vec4_type, "emission", false },
-   { glsl_type::vec4_type, "ambient", false },
-   { glsl_type::vec4_type, "diffuse", false },
-   { glsl_type::vec4_type, "specular", false },
-   { glsl_type::float_type, "shininess", false },
-};
-
-static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
-   { glsl_type::vec4_type, "ambient", false },
-   { glsl_type::vec4_type, "diffuse", false },
-   { glsl_type::vec4_type, "specular", false },
-   { glsl_type::vec4_type, "position", false },
-   { glsl_type::vec4_type, "halfVector", false },
-   { glsl_type::vec3_type, "spotDirection", false },
-   { glsl_type::float_type, "spotExponent", false },
-   { glsl_type::float_type, "spotCutoff", false },
-   { glsl_type::float_type, "spotCosCutoff", false },
-   { glsl_type::float_type, "constantAttenuation", false },
-   { glsl_type::float_type, "linearAttenuation", false },
-   { glsl_type::float_type, "quadraticAttenuation", false },
-};
-
-static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
-   { glsl_type::vec4_type, "ambient", false },
-};
-
-static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
-   { glsl_type::vec4_type, "sceneColor", false },
-};
-
-static const struct glsl_struct_field gl_LightProducts_fields[] = {
-   { glsl_type::vec4_type, "ambient", false },
-   { glsl_type::vec4_type, "diffuse", false },
-   { glsl_type::vec4_type, "specular", false },
-};
-
-static const struct glsl_struct_field gl_FogParameters_fields[] = {
-   { glsl_type::vec4_type, "color", false },
-   { glsl_type::float_type, "density", false },
-   { glsl_type::float_type, "start", false },
-   { glsl_type::float_type, "end", false },
-   { glsl_type::float_type, "scale", false },
-};
-
-const glsl_type glsl_type::builtin_110_deprecated_structure_types[] = {
-   glsl_type(gl_PointParameters_fields,
-             Elements(gl_PointParameters_fields),
-             "gl_PointParameters"),
-   glsl_type(gl_MaterialParameters_fields,
-             Elements(gl_MaterialParameters_fields),
-             "gl_MaterialParameters"),
-   glsl_type(gl_LightSourceParameters_fields,
-             Elements(gl_LightSourceParameters_fields),
-             "gl_LightSourceParameters"),
-   glsl_type(gl_LightModelParameters_fields,
-             Elements(gl_LightModelParameters_fields),
-             "gl_LightModelParameters"),
-   glsl_type(gl_LightModelProducts_fields,
-             Elements(gl_LightModelProducts_fields),
-             "gl_LightModelProducts"),
-   glsl_type(gl_LightProducts_fields,
-             Elements(gl_LightProducts_fields),
-             "gl_LightProducts"),
-   glsl_type(gl_FogParameters_fields,
-             Elements(gl_FogParameters_fields),
-             "gl_FogParameters"),
-};
-/*@}*/
-
-/** \name Types in GLSL 1.10 (but not GLSL ES 1.00)
- */
-/*@{*/
-const glsl_type glsl_type::builtin_110_types[] = {
-   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_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT,
-	     "sampler2DShadow"),
-};
-/*@}*/
-
-/** \name Types added in GLSL 1.20
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_120_types[] = {
-   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];
-const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2];
-const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3];
-const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4];
-const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
-/*@}*/
-
-/** \name Types added in GLSL 1.30
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_130_types[] = {
-   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 - several of these are included only in
-    * builtin_EXT_texture_array_types.
-    */
-   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_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"),
-
-   /* cube shadow samplers */
-   glsl_type(GL_SAMPLER_CUBE_SHADOW,
-	     GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
-
-   /* signed and unsigned integer samplers */
-   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];
-const glsl_type *const glsl_type::uvec2_type = & builtin_130_types[1];
-const glsl_type *const glsl_type::uvec3_type = & builtin_130_types[2];
-const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3];
-/*@}*/
-
-
-/** \name Types added in GLSL 1.40
- */
-/*@{*/
-const glsl_type glsl_type::builtin_140_types[] = {
-   glsl_type(GL_INT_SAMPLER_2D_RECT,
-	     GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT, "isampler2DRect"),
-   glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_RECT,
-	     GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT, "usampler2DRect"),
-};
-/*@}*/
-
-/** \name Sampler types added by GL_ARB_texture_rectangle
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_ARB_texture_rectangle_types[] = {
-   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"),
-};
-/*@}*/
-
-/** \name Sampler types added by GL_EXT_texture_array
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_EXT_texture_array_types[] = {
-   glsl_type(GL_SAMPLER_1D_ARRAY,
-	     GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
-   glsl_type(GL_SAMPLER_2D_ARRAY,
-	     GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
-   glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
-	     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"),
-};
-/*@}*/
-
-/** \name Sampler types added by GL_EXT_texture_buffer_object
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_EXT_texture_buffer_object_types[] = {
-   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"),
-};
-/*@}*/
-
-/** \name Sampler types added by GL_OES_EGL_image_external
- */
-/*@{*/
-
-const glsl_type glsl_type::builtin_OES_EGL_image_external_types[] = {
-   glsl_type(GL_SAMPLER_EXTERNAL_OES,
-	     GLSL_SAMPLER_DIM_EXTERNAL, 0, 0, GLSL_TYPE_FLOAT, "samplerExternalOES"),
-};
-/*@}*/
-
-/** \name Sampler types added by GL_ARB_texture_cube_map_array
- */
-/*@{*/
-const glsl_type glsl_type::builtin_ARB_texture_cube_map_array_types[] = {
-   glsl_type(GL_SAMPLER_CUBE_MAP_ARRAY,
-	     GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_FLOAT, "samplerCubeArray"),
-   glsl_type(GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW,
-	     GLSL_SAMPLER_DIM_CUBE, 1, 1, GLSL_TYPE_FLOAT, "samplerCubeArrayShadow"),
-   glsl_type(GL_INT_SAMPLER_CUBE_MAP_ARRAY,
-	     GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_INT, "isamplerCubeArray"),
-   glsl_type(GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY,
-	     GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_UINT, "usamplerCubeArray"),
-};
-/*@}*/
-
-/** \name Sampler types added by GL_ARB_texture_multisample
- */
-/*@{*/
-const glsl_type glsl_type::builtin_ARB_texture_multisample_types[] = {
-   glsl_type(GL_SAMPLER_2D_MULTISAMPLE,
-            GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_FLOAT, "sampler2DMS"),
-   glsl_type(GL_INT_SAMPLER_2D_MULTISAMPLE,
-            GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_INT, "isampler2DMS"),
-   glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE,
-            GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_UINT, "usampler2DMS"),
-   glsl_type(GL_SAMPLER_2D_MULTISAMPLE_ARRAY,
-            GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_FLOAT, "sampler2DMSArray"),
-   glsl_type(GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,
-            GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_INT, "isampler2DMSArray"),
-   glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,
-            GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_UINT, "usampler2DMSArray"),
-};
-/*@}*/
diff --git a/src/glsl/glsl_types.cpp b/src/glsl/glsl_types.cpp
index d1d609a..9d3691b 100644
--- a/src/glsl/glsl_types.cpp
+++ b/src/glsl/glsl_types.cpp
@@ -27,7 +27,6 @@
 #include "glsl_symbol_table.h"
 #include "glsl_parser_extras.h"
 #include "glsl_types.h"
-#include "builtin_types.h"
 extern "C" {
 #include "program/hash_table.h"
 }
@@ -129,22 +128,6 @@ glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
    }
 }
 
-static void
-add_types_to_symbol_table(glsl_symbol_table *symtab,
-			  const struct glsl_type *types,
-			  unsigned num_types, bool warn,
-                          bool skip_1d)
-{
-   (void) warn;
-
-   for (unsigned i = 0; i < num_types; i++) {
-      if (skip_1d && types[i].base_type == GLSL_TYPE_SAMPLER
-          && types[i].sampler_dimensionality == GLSL_SAMPLER_DIM_1D)
-         continue;
-
-      symtab->add_type(types[i].name, & types[i]);
-   }
-}
 
 bool
 glsl_type::contains_sampler() const
@@ -210,242 +193,6 @@ glsl_type::sampler_index() const
    }
 }
 
-void
-glsl_type::generate_100ES_types(glsl_symbol_table *symtab)
-{
-   bool skip_1d = false;
-   add_types_to_symbol_table(symtab, builtin_core_types,
-			     Elements(builtin_core_types),
-			     false, skip_1d);
-   add_types_to_symbol_table(symtab, builtin_structure_types,
-			     Elements(builtin_structure_types),
-			     false, skip_1d);
-   add_types_to_symbol_table(symtab, void_type, 1, false, skip_1d);
-}
-
-void
-glsl_type::generate_300ES_types(glsl_symbol_table *symtab)
-{
-   /* GLSL 3.00 ES types are the same as GLSL 1.30 types, except that 1D
-    * samplers are skipped, and samplerCubeShadow is added.
-    */
-   bool add_deprecated = false;
-   bool skip_1d = true;
-
-   generate_130_types(symtab, add_deprecated, skip_1d);
-
-   add_types_to_symbol_table(symtab, &_samplerCubeShadow_type, 1, false,
-                             skip_1d);
-}
-
-void
-glsl_type::generate_110_types(glsl_symbol_table *symtab, bool add_deprecated,
-                              bool skip_1d)
-{
-   generate_100ES_types(symtab);
-
-   add_types_to_symbol_table(symtab, builtin_110_types,
-			     Elements(builtin_110_types),
-			     false, skip_1d);
-   add_types_to_symbol_table(symtab, &_sampler3D_type, 1, false, skip_1d);
-   if (add_deprecated) {
-      add_types_to_symbol_table(symtab, builtin_110_deprecated_structure_types,
-				Elements(builtin_110_deprecated_structure_types),
-				false, skip_1d);
-   }
-}
-
-
-void
-glsl_type::generate_120_types(glsl_symbol_table *symtab, bool add_deprecated,
-                              bool skip_1d)
-{
-   generate_110_types(symtab, add_deprecated, skip_1d);
-
-   add_types_to_symbol_table(symtab, builtin_120_types,
-			     Elements(builtin_120_types), false, skip_1d);
-}
-
-
-void
-glsl_type::generate_130_types(glsl_symbol_table *symtab, bool add_deprecated,
-                              bool skip_1d)
-{
-   generate_120_types(symtab, add_deprecated, skip_1d);
-
-   add_types_to_symbol_table(symtab, builtin_130_types,
-			     Elements(builtin_130_types), false, skip_1d);
-   generate_EXT_texture_array_types(symtab, false);
-}
-
-
-void
-glsl_type::generate_140_types(glsl_symbol_table *symtab)
-{
-   bool skip_1d = false;
-
-   generate_130_types(symtab, false, skip_1d);
-
-   add_types_to_symbol_table(symtab, builtin_140_types,
-			     Elements(builtin_140_types), false, skip_1d);
-
-   add_types_to_symbol_table(symtab, builtin_EXT_texture_buffer_object_types,
-			     Elements(builtin_EXT_texture_buffer_object_types),
-			     false, skip_1d);
-}
-
-
-void
-glsl_type::generate_150_types(glsl_symbol_table *symtab)
-{
-   generate_140_types(symtab);
-   generate_ARB_texture_multisample_types(symtab, false);
-}
-
-
-void
-glsl_type::generate_ARB_texture_rectangle_types(glsl_symbol_table *symtab,
-						bool warn)
-{
-   bool skip_1d = false;
-
-   add_types_to_symbol_table(symtab, builtin_ARB_texture_rectangle_types,
-			     Elements(builtin_ARB_texture_rectangle_types),
-			     warn, skip_1d);
-}
-
-
-void
-glsl_type::generate_EXT_texture_array_types(glsl_symbol_table *symtab,
-					    bool warn)
-{
-   bool skip_1d = false;
-
-   add_types_to_symbol_table(symtab, builtin_EXT_texture_array_types,
-			     Elements(builtin_EXT_texture_array_types),
-			     warn, skip_1d);
-}
-
-
-void
-glsl_type::generate_OES_texture_3D_types(glsl_symbol_table *symtab, bool warn)
-{
-   bool skip_1d = false;
-
-   add_types_to_symbol_table(symtab, &_sampler3D_type, 1, warn, skip_1d);
-}
-
-
-void
-glsl_type::generate_OES_EGL_image_external_types(glsl_symbol_table *symtab,
-						 bool warn)
-{
-   bool skip_1d = false;
-
-   add_types_to_symbol_table(symtab, builtin_OES_EGL_image_external_types,
-			     Elements(builtin_OES_EGL_image_external_types),
-			     warn, skip_1d);
-}
-
-void
-glsl_type::generate_ARB_texture_cube_map_array_types(glsl_symbol_table *symtab,
-						     bool warn)
-{
-   bool skip_1d = false;
-
-   add_types_to_symbol_table(symtab, builtin_ARB_texture_cube_map_array_types,
-			     Elements(builtin_ARB_texture_cube_map_array_types),
-			     warn, skip_1d);
-}
-
-void
-glsl_type::generate_ARB_texture_multisample_types(glsl_symbol_table *symtab,
-                                                  bool warn)
-{
-   bool skip_1d = false;
-   add_types_to_symbol_table(symtab, builtin_ARB_texture_multisample_types,
-                             Elements(builtin_ARB_texture_multisample_types),
-                             warn, skip_1d);
-}
-
-void
-_mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *state)
-{
-   if (state->es_shader) {
-      switch (state->language_version) {
-      case 100:
-         assert(state->es_shader);
-         glsl_type::generate_100ES_types(state->symbols);
-         break;
-      case 300:
-         glsl_type::generate_300ES_types(state->symbols);
-         break;
-      default:
-         assert(!"Unexpected language version");
-         break;
-      }
-   } else {
-      bool skip_1d = false;
-      switch (state->language_version) {
-      case 110:
-         glsl_type::generate_110_types(state->symbols, true, skip_1d);
-         break;
-      case 120:
-         glsl_type::generate_120_types(state->symbols, true, skip_1d);
-         break;
-      case 130:
-         glsl_type::generate_130_types(state->symbols, true, skip_1d);
-         break;
-      case 140:
-         glsl_type::generate_140_types(state->symbols);
-         break;
-      case 150:
-         glsl_type::generate_150_types(state->symbols);
-         break;
-      default:
-         assert(!"Unexpected language version");
-         break;
-      }
-   }
-
-   if (state->ARB_texture_rectangle_enable ||
-       state->is_version(140, 0)) {
-      glsl_type::generate_ARB_texture_rectangle_types(state->symbols,
-					   state->ARB_texture_rectangle_warn);
-   }
-   if (state->OES_texture_3D_enable
-       && state->is_version(0, 100)) {
-      glsl_type::generate_OES_texture_3D_types(state->symbols,
-					       state->OES_texture_3D_warn);
-   }
-
-   if (state->EXT_texture_array_enable
-       && !state->is_version(130, 0)) {
-      // These are already included in 130; don't create twice.
-      glsl_type::generate_EXT_texture_array_types(state->symbols,
-				       state->EXT_texture_array_warn);
-   }
-
-   /* We cannot check for language_version == 100 here because we need the
-    * types to support fixed-function program generation.  But this is fine
-    * since the extension is never enabled for OpenGL contexts.
-    */
-   if (state->OES_EGL_image_external_enable) {
-      glsl_type::generate_OES_EGL_image_external_types(state->symbols,
-					       state->OES_EGL_image_external_warn);
-   }
-
-   if (state->ARB_texture_cube_map_array_enable) {
-      glsl_type::generate_ARB_texture_cube_map_array_types(state->symbols,
-				       state->ARB_texture_cube_map_array_warn);
-   }
-
-   if (state->ARB_texture_multisample_enable) {
-      glsl_type::generate_ARB_texture_multisample_types(state->symbols,
-         state->ARB_texture_multisample_warn);
-   }
-}
-
 
 const glsl_type *glsl_type::get_base_type() const
 {
diff --git a/src/glsl/glsl_types.h b/src/glsl/glsl_types.h
index 665af8b..b7ddb1c 100644
--- a/src/glsl/glsl_types.h
+++ b/src/glsl/glsl_types.h
@@ -153,38 +153,17 @@ struct glsl_type {
       struct glsl_struct_field *structure;      /**< List of struct fields. */
    } fields;
 
-
    /**
     * \name Pointers to various public type singletons
     */
    /*@{*/
-   static const glsl_type *const error_type;
-   static const glsl_type *const void_type;
-   static const glsl_type *const int_type;
-   static const glsl_type *const ivec2_type;
-   static const glsl_type *const ivec3_type;
-   static const glsl_type *const ivec4_type;
-   static const glsl_type *const uint_type;
-   static const glsl_type *const uvec2_type;
-   static const glsl_type *const uvec3_type;
-   static const glsl_type *const uvec4_type;
-   static const glsl_type *const float_type;
-   static const glsl_type *const vec2_type;
-   static const glsl_type *const vec3_type;
-   static const glsl_type *const vec4_type;
-   static const glsl_type *const bool_type;
-   static const glsl_type *const bvec2_type;
-   static const glsl_type *const bvec3_type;
-   static const glsl_type *const bvec4_type;
-   static const glsl_type *const mat2_type;
-   static const glsl_type *const mat2x3_type;
-   static const glsl_type *const mat2x4_type;
-   static const glsl_type *const mat3x2_type;
-   static const glsl_type *const mat3_type;
-   static const glsl_type *const mat3x4_type;
-   static const glsl_type *const mat4x2_type;
-   static const glsl_type *const mat4x3_type;
-   static const glsl_type *const mat4_type;
+#undef  DECL_TYPE
+#define DECL_TYPE(NAME, REST...) \
+   static const glsl_type *const NAME##_type;
+#undef  STRUCT_TYPE
+#define STRUCT_TYPE(NAME) \
+   static const glsl_type *const struct_##NAME##_type;
+#include "builtin_type_macros.h"
    /*@}*/
 
    /**
@@ -551,53 +530,14 @@ private:
    static unsigned record_key_hash(const void *key);
 
    /**
-    * \name Pointers to various type singletons
-    */
-   /*@{*/
-   static const glsl_type _error_type;
-   static const glsl_type _void_type;
-   static const glsl_type _sampler3D_type;
-   static const glsl_type _samplerCubeShadow_type;
-   static const glsl_type builtin_core_types[];
-   static const glsl_type builtin_structure_types[];
-   static const glsl_type builtin_110_deprecated_structure_types[];
-   static const glsl_type builtin_110_types[];
-   static const glsl_type builtin_120_types[];
-   static const glsl_type builtin_130_types[];
-   static const glsl_type builtin_140_types[];
-   static const glsl_type builtin_ARB_texture_rectangle_types[];
-   static const glsl_type builtin_EXT_texture_array_types[];
-   static const glsl_type builtin_EXT_texture_buffer_object_types[];
-   static const glsl_type builtin_OES_EGL_image_external_types[];
-   static const glsl_type builtin_ARB_texture_cube_map_array_types[];
-   static const glsl_type builtin_ARB_texture_multisample_types[];
-   /*@}*/
-
-   /**
-    * \name Methods to populate a symbol table with built-in types.
-    *
-    * \internal
-    * This is one of the truely annoying things about C++.  Methods that are
-    * completely internal and private to a type still have to be advertised to
-    * the world in a public header file.
+    * \name Built-in type flyweights
     */
    /*@{*/
-   static void generate_100ES_types(glsl_symbol_table *);
-   static void generate_300ES_types(glsl_symbol_table *);
-   static void generate_110_types(glsl_symbol_table *, bool add_deprecated,
-                                  bool skip_1d);
-   static void generate_120_types(glsl_symbol_table *, bool add_deprecated,
-                                  bool skip_1d);
-   static void generate_130_types(glsl_symbol_table *, bool add_deprecated,
-                                  bool skip_1d);
-   static void generate_140_types(glsl_symbol_table *);
-   static void generate_150_types(glsl_symbol_table *);
-   static void generate_ARB_texture_rectangle_types(glsl_symbol_table *, bool);
-   static void generate_EXT_texture_array_types(glsl_symbol_table *, bool);
-   static void generate_OES_texture_3D_types(glsl_symbol_table *, bool);
-   static void generate_OES_EGL_image_external_types(glsl_symbol_table *, bool);
-   static void generate_ARB_texture_cube_map_array_types(glsl_symbol_table *, bool);
-   static void generate_ARB_texture_multisample_types(glsl_symbol_table *, bool);
+#undef  DECL_TYPE
+#define DECL_TYPE(NAME, REST...) static const glsl_type _##NAME##_type;
+#undef  STRUCT_TYPE
+#define STRUCT_TYPE(NAME)        static const glsl_type _struct_##NAME##_type;
+#include "builtin_type_macros.h"
    /*@}*/
 
    /**
@@ -625,6 +565,8 @@ glsl_align(unsigned int a, unsigned int align)
    return (a + align - 1) / align * align;
 }
 
+#undef DECL_TYPE
+#undef STRUCT_TYPE
 #endif /* __cplusplus */
 
 #endif /* GLSL_TYPES_H */




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