Create a base GLSL front-end from the 3Dlabs glslang front-end from 20-Sep-2005.
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@19944 e7fa87d3-cd2b-0410-9028-fcbf551c1848
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glslang/Include/BaseTypes.h
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137
glslang/Include/BaseTypes.h
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//
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//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
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//All rights reserved.
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//
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//Redistribution and use in source and binary forms, with or without
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//modification, are permitted provided that the following conditions
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//are met:
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//
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// Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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//
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// Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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//
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// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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//POSSIBILITY OF SUCH DAMAGE.
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//
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#ifndef _BASICTYPES_INCLUDED_
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#define _BASICTYPES_INCLUDED_
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//
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// Basic type. Arrays, vectors, etc., are orthogonal to this.
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//
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enum TBasicType {
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EbtVoid,
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EbtFloat,
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EbtInt,
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EbtBool,
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EbtGuardSamplerBegin, // non type: see implementation of IsSampler()
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EbtSampler1D,
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EbtSampler2D,
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EbtSampler3D,
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EbtSamplerCube,
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EbtSampler1DShadow,
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EbtSampler2DShadow,
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EbtSamplerRect, // ARB_texture_rectangle
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EbtSamplerRectShadow, // ARB_texture_rectangle
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EbtGuardSamplerEnd, // non type: see implementation of IsSampler()
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EbtStruct,
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EbtAddress, // should be deprecated??
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};
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__inline bool IsSampler(TBasicType type)
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{
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return type > EbtGuardSamplerBegin && type < EbtGuardSamplerEnd;
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}
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//
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// Qualifiers and built-ins. These are mainly used to see what can be read
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// or written, and by the machine dependent translator to know which registers
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// to allocate variables in. Since built-ins tend to go to different registers
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// than varying or uniform, it makes sense they are peers, not sub-classes.
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//
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enum TQualifier {
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EvqTemporary, // For temporaries (within a function), read/write
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EvqGlobal, // For globals read/write
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EvqConst, // User defined constants and non-output parameters in functions
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EvqAttribute, // Readonly
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EvqVaryingIn, // readonly, fragment shaders only
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EvqVaryingOut, // vertex shaders only read/write
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EvqUniform, // Readonly, vertex and fragment
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// pack/unpack input and output
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EvqInput,
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EvqOutput,
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// parameters
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EvqIn,
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EvqOut,
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EvqInOut,
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EvqConstReadOnly,
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// built-ins written by vertex shader
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EvqPosition,
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EvqPointSize,
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EvqClipVertex,
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// built-ins read by fragment shader
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EvqFace,
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EvqFragCoord,
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// built-ins written by fragment shader
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EvqFragColor,
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EvqFragDepth,
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// end of list
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EvqLast,
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};
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//
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// This is just for debug print out, carried along with the definitions above.
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//
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__inline const char* getQualifierString(TQualifier q)
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{
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switch (q) {
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case EvqTemporary: return "Temporary"; break;
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case EvqGlobal: return "Global"; break;
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case EvqConst: return "const"; break;
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case EvqConstReadOnly: return "const"; break;
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case EvqAttribute: return "attribute"; break;
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case EvqVaryingIn: return "varying"; break;
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case EvqVaryingOut: return "varying"; break;
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case EvqUniform: return "uniform"; break;
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case EvqIn: return "in"; break;
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case EvqOut: return "out"; break;
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case EvqInOut: return "inout"; break;
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case EvqInput: return "input"; break;
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case EvqOutput: return "output"; break;
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case EvqPosition: return "Position"; break;
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case EvqPointSize: return "PointSize"; break;
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case EvqClipVertex: return "ClipVertex"; break;
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case EvqFace: return "Face"; break;
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case EvqFragCoord: return "FragCoord"; break;
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case EvqFragColor: return "FragColor"; break;
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case EvqFragDepth: return "FragDepth"; break;
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default: return "unknown qualifier";
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}
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}
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#endif // _BASICTYPES_INCLUDED_
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