glslang/glslang/Include/BaseTypes.h

153 lines
5.3 KiB
C++

//
//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
//Copyright (C) 2012-2013 LunarG, Inc.
//
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
//modification, are permitted provided that the following conditions
//are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//
#ifndef _BASICTYPES_INCLUDED_
#define _BASICTYPES_INCLUDED_
namespace glslang {
//
// Basic type. Arrays, vectors, sampler details, etc., are orthogonal to this.
//
enum TBasicType {
EbtVoid,
EbtFloat,
EbtDouble,
EbtInt,
EbtUint,
EbtBool,
EbtSampler,
EbtStruct,
EbtBlock,
EbtNumTypes
};
//
// Qualifiers and built-ins. These are mainly used to see what can be read
// or written, and by the machine dependent translator to know which registers
// to allocate variables in. Since built-ins tend to go to different registers
// than varying or uniform, it makes sense they are peers, not sub-classes.
//
enum TStorageQualifier {
EvqTemporary, // For temporaries (within a function), read/write
EvqGlobal, // For globals read/write
EvqConst, // User-defined constant values, will be semantically constant and constant folded
EvqVaryingIn, // pipeline input, read only
EvqVaryingOut, // pipeline ouput, read/write
EvqUniform, // read only, shader with app
EvqBuffer, // read only, shader with app
// parameters
EvqIn, // also, for 'in' in the grammar before we know if it's a pipeline input or an 'in' parameter
EvqOut, // also, for 'out' in the grammar before we know if it's a pipeline output or an 'out' parameter
EvqInOut,
EvqConstReadOnly, // read-only types, not having a constant value or constant-value semantics
// built-ins read by vertex shader
EvqVertexId,
EvqInstanceId,
// built-ins written by vertex shader
EvqPosition,
EvqPointSize,
EvqClipVertex,
// built-ins read by fragment shader
EvqFace,
EvqFragCoord,
EvqPointCoord,
// built-ins written by fragment shader
EvqFragColor,
EvqFragDepth,
// end of list
EvqLast,
};
// These will show up in error messages
__inline const char* GetStorageQualifierString(TStorageQualifier q)
{
switch (q) {
case EvqTemporary: return "temporary"; break;
case EvqGlobal: return "global"; break;
case EvqConst: return "const"; break;
case EvqConstReadOnly: return "const (read only)"; break;
case EvqVaryingIn: return "in"; break;
case EvqVaryingOut: return "out"; break;
case EvqUniform: return "uniform"; break;
case EvqIn: return "in"; break;
case EvqOut: return "out"; break;
case EvqInOut: return "inout"; break;
case EvqVertexId: return "gl_VertexId"; break;
case EvqInstanceId: return "gl_InstanceId"; break;
case EvqPosition: return "gl_Position"; break;
case EvqPointSize: return "gl_PointSize"; break;
case EvqClipVertex: return "gl_ClipVertex"; break;
case EvqFace: return "gl_FrontFacing"; break;
case EvqFragCoord: return "gl_FragCoord"; break;
case EvqPointCoord: return "gl_PointCoord"; break;
case EvqFragColor: return "fragColor"; break;
case EvqFragDepth: return "gl_FragDepth"; break;
default: return "unknown qualifier";
}
}
// In this enum, order matters; users can assume higher precision is a bigger value
// and EpqNone is 0.
enum TPrecisionQualifier {
EpqNone = 0,
EpqLow,
EpqMedium,
EpqHigh
};
__inline const char* GetPrecisionQualifierString(TPrecisionQualifier p)
{
switch(p) {
case EpqNone: return ""; break;
case EpqLow: return "lowp"; break;
case EpqMedium: return "mediump"; break;
case EpqHigh: return "highp"; break;
default: return "unknown precision qualifier";
}
}
} // end namespace glslang
#endif // _BASICTYPES_INCLUDED_