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

Eric Anholt anholt at kemper.freedesktop.org
Fri Jun 25 16:41:29 PDT 2010


Module: Mesa
Branch: glsl2
Commit: 0fd97db8b077ad1bd5d26e86e67ebb2d58b6a38a
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=0fd97db8b077ad1bd5d26e86e67ebb2d58b6a38a

Author: Eric Anholt <eric at anholt.net>
Date:   Fri Jun 25 14:27:07 2010 -0700

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

---

 src/glsl/builtin_types.h |  150 ++++++++++++++++++++++++++++------------------
 src/glsl/glsl_types.h    |   10 +++-
 2 files changed, 99 insertions(+), 61 deletions(-)

diff --git a/src/glsl/builtin_types.h b/src/glsl/builtin_types.h
index 48202f5..526421a 100644
--- a/src/glsl/builtin_types.h
+++ b/src/glsl/builtin_types.h
@@ -26,10 +26,10 @@
 #endif
 
 static const struct glsl_type _error_type =
-   glsl_type(GLSL_TYPE_ERROR, 0, 0, "");
+   glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, "");
 
 static const struct glsl_type void_type =
-   glsl_type(GLSL_TYPE_VOID, 0, 0, "void");
+   glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void");
 
 const glsl_type *const glsl_type::error_type = & _error_type;
 
@@ -40,27 +40,33 @@ const glsl_type *const glsl_type::error_type = & _error_type;
 /*@{*/
 
 static const struct glsl_type builtin_core_types[] = {
-   glsl_type(    GLSL_TYPE_BOOL, 1, 1, "bool"),
-   glsl_type(    GLSL_TYPE_BOOL, 2, 1, "bvec2"),
-   glsl_type(    GLSL_TYPE_BOOL, 3, 1, "bvec3"),
-   glsl_type(    GLSL_TYPE_BOOL, 4, 1, "bvec4"),
-   glsl_type(     GLSL_TYPE_INT, 1, 1, "int"),
-   glsl_type(     GLSL_TYPE_INT, 2, 1, "ivec2"),
-   glsl_type(     GLSL_TYPE_INT, 3, 1, "ivec3"),
-   glsl_type(     GLSL_TYPE_INT, 4, 1, "ivec4"),
-   glsl_type(   GLSL_TYPE_FLOAT, 1, 1, "float"),
-   glsl_type(   GLSL_TYPE_FLOAT, 2, 1, "vec2"),
-   glsl_type(   GLSL_TYPE_FLOAT, 3, 1, "vec3"),
-   glsl_type(   GLSL_TYPE_FLOAT, 4, 1, "vec4"),
-   glsl_type(   GLSL_TYPE_FLOAT, 2, 2, "mat2"),
-   glsl_type(   GLSL_TYPE_FLOAT, 3, 3, "mat3"),
-   glsl_type(   GLSL_TYPE_FLOAT, 4, 4, "mat4"),
-   glsl_type(  GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT, "sampler1D"),
-   glsl_type(  GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT, "sampler1DShadow"),
-   glsl_type(  GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT, "sampler2D"),
-   glsl_type(  GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT, "sampler2DShadow"),
-   glsl_type(  GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT, "sampler3D"),
-   glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT, "samplerCube"),
+   glsl_type(GL_BOOL,         GLSL_TYPE_BOOL, 1, 1, "bool"),
+   glsl_type(GL_BOOL_VEC2,    GLSL_TYPE_BOOL, 2, 1, "bvec2"),
+   glsl_type(GL_BOOL_VEC3,    GLSL_TYPE_BOOL, 3, 1, "bvec3"),
+   glsl_type(GL_BOOL_VEC4,    GLSL_TYPE_BOOL, 4, 1, "bvec4"),
+   glsl_type(GL_INT,          GLSL_TYPE_INT, 1, 1, "int"),
+   glsl_type(GL_INT_VEC2,     GLSL_TYPE_INT, 2, 1, "ivec2"),
+   glsl_type(GL_INT_VEC3,     GLSL_TYPE_INT, 3, 1, "ivec3"),
+   glsl_type(GL_INT_VEC4,     GLSL_TYPE_INT, 4, 1, "ivec4"),
+   glsl_type(GL_FLOAT,        GLSL_TYPE_FLOAT, 1, 1, "float"),
+   glsl_type(GL_FLOAT_VEC2,   GLSL_TYPE_FLOAT, 2, 1, "vec2"),
+   glsl_type(GL_FLOAT_VEC3,   GLSL_TYPE_FLOAT, 3, 1, "vec3"),
+   glsl_type(GL_FLOAT_VEC4,   GLSL_TYPE_FLOAT, 4, 1, "vec4"),
+   glsl_type(GL_FLOAT_MAT2,   GLSL_TYPE_FLOAT, 2, 2, "mat2"),
+   glsl_type(GL_FLOAT_MAT3,   GLSL_TYPE_FLOAT, 3, 3, "mat3"),
+   glsl_type(GL_FLOAT_MAT4,   GLSL_TYPE_FLOAT, 4, 4, "mat4"),
+   glsl_type(GL_SAMPLER_1D,   GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT,
+	     "sampler1D"),
+   glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT,
+	     "sampler1DShadow"),
+   glsl_type(GL_SAMPLER_2D,   GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT,
+	     "sampler2D"),
+   glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT,
+	     "sampler2DShadow"),
+   glsl_type(GL_SAMPLER_3D,   GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
+	     "sampler3D"),
+   glsl_type(GL_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT,
+	     "samplerCube"),
 };
 
 const glsl_type *const glsl_type::bool_type  = & builtin_core_types[0];
@@ -181,12 +187,12 @@ static const struct glsl_type builtin_110_deprecated_structure_types[] = {
 /*@{*/
 
 static const struct glsl_type builtin_120_types[] = {
-   glsl_type(   GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
-   glsl_type(   GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
-   glsl_type(   GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
-   glsl_type(   GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
-   glsl_type(   GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
-   glsl_type(   GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
+   glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"),
+   glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"),
+   glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"),
+   glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"),
+   glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"),
+   glsl_type(GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4, "mat4x3"),
 };
 const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0];
 const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1];
@@ -201,33 +207,50 @@ const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5];
 /*@{*/
 
 static const struct glsl_type builtin_130_types[] = {
-   glsl_type(    GLSL_TYPE_UINT, 1, 1, "uint"),
-   glsl_type(    GLSL_TYPE_UINT, 2, 1, "uvec2"),
-   glsl_type(    GLSL_TYPE_UINT, 3, 1, "uvec3"),
-   glsl_type(    GLSL_TYPE_UINT, 4, 1, "uvec4"),
+   glsl_type(GL_UNSIGNED_INT,      GLSL_TYPE_UINT, 1, 1, "uint"),
+   glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"),
+   glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"),
+   glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"),
 
    /* 1D and 2D texture arrays */
-   glsl_type(  GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
-   glsl_type(  GLSL_SAMPLER_DIM_1D, 0, 1,   GLSL_TYPE_INT, "isampler1DArray"),
-   glsl_type(  GLSL_SAMPLER_DIM_1D, 0, 1,  GLSL_TYPE_UINT, "usampler1DArray"),
-   glsl_type(  GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
-   glsl_type(  GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
-   glsl_type(  GLSL_SAMPLER_DIM_2D, 0, 1,   GLSL_TYPE_INT, "isampler2DArray"),
-   glsl_type(  GLSL_SAMPLER_DIM_2D, 0, 1,  GLSL_TYPE_UINT, "usampler2DArray"),
-   glsl_type(  GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
+   glsl_type(GL_SAMPLER_1D_ARRAY,
+	     GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
+   glsl_type(GL_INT_SAMPLER_1D_ARRAY,
+	     GLSL_SAMPLER_DIM_1D, 0, 1,   GLSL_TYPE_INT, "isampler1DArray"),
+   glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,
+	     GLSL_SAMPLER_DIM_1D, 0, 1,  GLSL_TYPE_UINT, "usampler1DArray"),
+   glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
+	     GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
+   glsl_type(GL_SAMPLER_2D_ARRAY,
+	     GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
+   glsl_type(GL_INT_SAMPLER_2D_ARRAY,
+	     GLSL_SAMPLER_DIM_2D, 0, 1,   GLSL_TYPE_INT, "isampler2DArray"),
+   glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,
+	     GLSL_SAMPLER_DIM_2D, 0, 1,  GLSL_TYPE_UINT, "usampler2DArray"),
+   glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
+	     GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
 
    /* cube shadow samplers */
-   glsl_type(GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
+   glsl_type(GL_SAMPLER_CUBE_SHADOW,
+	     GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"),
 
    /* signed and unsigned integer samplers */
-   glsl_type(  GLSL_SAMPLER_DIM_1D, 0, 0,   GLSL_TYPE_INT, "isampler1D"),
-   glsl_type(  GLSL_SAMPLER_DIM_1D, 0, 0,  GLSL_TYPE_UINT, "usampler1D"),
-   glsl_type(  GLSL_SAMPLER_DIM_2D, 0, 0,   GLSL_TYPE_INT, "isampler2D"),
-   glsl_type(  GLSL_SAMPLER_DIM_2D, 0, 0,  GLSL_TYPE_UINT, "usampler2D"),
-   glsl_type(  GLSL_SAMPLER_DIM_3D, 0, 0,   GLSL_TYPE_INT, "isampler3D"),
-   glsl_type(  GLSL_SAMPLER_DIM_3D, 0, 0,  GLSL_TYPE_UINT, "usampler3D"),
-   glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0,   GLSL_TYPE_INT, "isamplerCube"),
-   glsl_type(GLSL_SAMPLER_DIM_CUBE, 0, 0,  GLSL_TYPE_UINT, "usamplerCube"),
+   glsl_type(GL_INT_SAMPLER_1D,
+	     GLSL_SAMPLER_DIM_1D, 0, 0,   GLSL_TYPE_INT, "isampler1D"),
+   glsl_type(GL_UNSIGNED_INT_SAMPLER_1D,
+	     GLSL_SAMPLER_DIM_1D, 0, 0,  GLSL_TYPE_UINT, "usampler1D"),
+   glsl_type(GL_INT_SAMPLER_2D,
+	     GLSL_SAMPLER_DIM_2D, 0, 0,   GLSL_TYPE_INT, "isampler2D"),
+   glsl_type(GL_UNSIGNED_INT_SAMPLER_2D,
+	     GLSL_SAMPLER_DIM_2D, 0, 0,  GLSL_TYPE_UINT, "usampler2D"),
+   glsl_type(GL_INT_SAMPLER_3D,
+	     GLSL_SAMPLER_DIM_3D, 0, 0,   GLSL_TYPE_INT, "isampler3D"),
+   glsl_type(GL_UNSIGNED_INT_SAMPLER_3D,
+	     GLSL_SAMPLER_DIM_3D, 0, 0,  GLSL_TYPE_UINT, "usampler3D"),
+   glsl_type(GL_INT_SAMPLER_CUBE,
+	     GLSL_SAMPLER_DIM_CUBE, 0, 0,   GLSL_TYPE_INT, "isamplerCube"),
+   glsl_type(GL_INT_SAMPLER_CUBE,
+	     GLSL_SAMPLER_DIM_CUBE, 0, 0,  GLSL_TYPE_UINT, "usamplerCube"),
 };
 
 const glsl_type *const glsl_type::uint_type = & builtin_130_types[0];
@@ -239,8 +262,10 @@ const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3];
 /*@{*/
 
 static const struct glsl_type builtin_ARB_texture_rectangle_types[] = {
-   glsl_type(GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
-   glsl_type(GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
+   glsl_type(GL_SAMPLER_2D_RECT,
+	     GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"),
+   glsl_type(GL_SAMPLER_2D_RECT_SHADOW,
+	     GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"),
 };
 /*@}*/
 
@@ -249,10 +274,14 @@ static const struct glsl_type builtin_ARB_texture_rectangle_types[] = {
 /*@{*/
 
 static const struct glsl_type builtin_EXT_texture_array_types[] = {
-   glsl_type(  GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
-   glsl_type(  GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
-   glsl_type(  GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
-   glsl_type(  GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
+   glsl_type(GL_SAMPLER_1D_ARRAY,
+	     GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
+   glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
+	     GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
+   glsl_type(GL_SAMPLER_2D_ARRAY,
+	     GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
+   glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
+	     GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
 };
 /*@}*/
 
@@ -261,8 +290,11 @@ static const struct glsl_type builtin_EXT_texture_array_types[] = {
 /*@{*/
 
 static const struct glsl_type builtin_EXT_texture_buffer_object_types[] = {
-   glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
-   glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0,   GLSL_TYPE_INT, "isamplerBuffer"),
-   glsl_type( GLSL_SAMPLER_DIM_BUF, 0, 0,  GLSL_TYPE_UINT, "usamplerBuffer"),
+   glsl_type(GL_SAMPLER_BUFFER,
+	     GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"),
+   glsl_type(GL_INT_SAMPLER_BUFFER,
+	     GLSL_SAMPLER_DIM_BUF, 0, 0,   GLSL_TYPE_INT, "isamplerBuffer"),
+   glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER,
+	     GLSL_SAMPLER_DIM_BUF, 0, 0,  GLSL_TYPE_UINT, "usamplerBuffer"),
 };
 /*@}*/
diff --git a/src/glsl/glsl_types.h b/src/glsl/glsl_types.h
index 39e6ac9..93cf60b 100644
--- a/src/glsl/glsl_types.h
+++ b/src/glsl/glsl_types.h
@@ -30,6 +30,7 @@
 #include <cassert>
 
 extern "C" {
+#include "GL/gl.h"
 #include <talloc.h>
 }
 
@@ -55,6 +56,7 @@ enum glsl_sampler_dim {
 
 
 struct glsl_type {
+   GLenum gl_type;
    unsigned base_type:4;
 
    unsigned sampler_dimensionality:3;
@@ -151,8 +153,10 @@ struct glsl_type {
    /*@}*/
 
 
-   glsl_type(unsigned base_type, unsigned vector_elements,
+   glsl_type(GLenum gl_type,
+	     unsigned base_type, unsigned vector_elements,
 	     unsigned matrix_columns, const char *name) :
+      gl_type(gl_type),
       base_type(base_type), 
       sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
       sampler_type(0),
@@ -166,8 +170,10 @@ struct glsl_type {
       memset(& fields, 0, sizeof(fields));
    }
 
-   glsl_type(enum glsl_sampler_dim dim, bool shadow, bool array,
+   glsl_type(GLenum gl_type,
+	     enum glsl_sampler_dim dim, bool shadow, bool array,
 	     unsigned type, const char *name) :
+      gl_type(gl_type),
       base_type(GLSL_TYPE_SAMPLER),
       sampler_dimensionality(dim), sampler_shadow(shadow),
       sampler_array(array), sampler_type(type),



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