+#include <algorithm>
#include <stdexcept>
+#include <msp/gl/extensions/arb_gpu_shader_fp64.h>
+#include <msp/gl/extensions/nv_half_float.h>
+#include <msp/gl/extensions/nv_non_square_matrices.h>
#include "datatype.h"
using namespace std;
+namespace {
+
+struct MappedType
+{
+ Msp::GL::DataType type;
+ GLenum gl_type;
+};
+
+// Make sure this is sorted!
+const MappedType type_map[] =
+{
+ { Msp::GL::UNSIGNED_BYTE, GL_UNSIGNED_BYTE },
+ { Msp::GL::UNSIGNED_SHORT, GL_UNSIGNED_SHORT },
+ { Msp::GL::UNSIGNED_INT, GL_UNSIGNED_INT },
+ { Msp::GL::BYTE, GL_BYTE },
+ { Msp::GL::SHORT, GL_SHORT },
+ { Msp::GL::INT, GL_INT },
+ { Msp::GL::HALF_FLOAT, GL_HALF_FLOAT },
+ { Msp::GL::FLOAT, GL_FLOAT },
+ { Msp::GL::DOUBLE, GL_DOUBLE },
+ { Msp::GL::BOOL, GL_BOOL },
+ { Msp::GL::INT_VEC2, GL_INT_VEC2 },
+ { Msp::GL::FLOAT_VEC2, GL_FLOAT_VEC2 },
+ { Msp::GL::BOOL_VEC2, GL_BOOL_VEC2 },
+ { Msp::GL::INT_VEC3, GL_INT_VEC3 },
+ { Msp::GL::FLOAT_VEC3, GL_FLOAT_VEC3 },
+ { Msp::GL::BOOL_VEC3, GL_BOOL_VEC3 },
+ { Msp::GL::INT_VEC4, GL_INT_VEC4 },
+ { Msp::GL::FLOAT_VEC4, GL_FLOAT_VEC4 },
+ { Msp::GL::BOOL_VEC4, GL_BOOL_VEC4 },
+ { Msp::GL::FLOAT_MAT2, GL_FLOAT_MAT2 },
+ { Msp::GL::DOUBLE_MAT2, GL_DOUBLE_MAT2 },
+ { Msp::GL::FLOAT_MAT3, GL_FLOAT_MAT3 },
+ { Msp::GL::DOUBLE_MAT3, GL_DOUBLE_MAT3 },
+ { Msp::GL::FLOAT_MAT4, GL_FLOAT_MAT4 },
+ { Msp::GL::DOUBLE_MAT4, GL_DOUBLE_MAT4 },
+ { Msp::GL::FLOAT_MAT2x3, GL_FLOAT_MAT2x3 },
+ { Msp::GL::DOUBLE_MAT2x3, GL_DOUBLE_MAT2x3 },
+ { Msp::GL::FLOAT_MAT3x2, GL_FLOAT_MAT3x2 },
+ { Msp::GL::DOUBLE_MAT3x2, GL_DOUBLE_MAT3x2 },
+ { Msp::GL::FLOAT_MAT2x4, GL_FLOAT_MAT2x4 },
+ { Msp::GL::DOUBLE_MAT2x4, GL_DOUBLE_MAT2x4 },
+ { Msp::GL::FLOAT_MAT4x2, GL_FLOAT_MAT4x2 },
+ { Msp::GL::DOUBLE_MAT4x2, GL_DOUBLE_MAT4x2 },
+ { Msp::GL::FLOAT_MAT3x4, GL_FLOAT_MAT3x4 },
+ { Msp::GL::DOUBLE_MAT3x4, GL_DOUBLE_MAT3x4 },
+ { Msp::GL::FLOAT_MAT4x3, GL_FLOAT_MAT4x3 },
+ { Msp::GL::DOUBLE_MAT4x3, GL_DOUBLE_MAT4x3 },
+ { Msp::GL::IMAGE_1D, GL_IMAGE_1D },
+ { Msp::GL::IMAGE_2D, GL_IMAGE_2D },
+ { Msp::GL::IMAGE_3D, GL_IMAGE_3D },
+ { Msp::GL::IMAGE_CUBE, GL_IMAGE_CUBE },
+ { Msp::GL::IMAGE_1D_ARRAY, GL_IMAGE_1D_ARRAY },
+ { Msp::GL::IMAGE_2D_ARRAY, GL_IMAGE_2D_ARRAY },
+ { Msp::GL::IMAGE_CUBE_ARRAY, GL_IMAGE_CUBE_MAP_ARRAY },
+ { Msp::GL::SAMPLER_1D, GL_SAMPLER_1D },
+ { Msp::GL::SAMPLER_2D, GL_SAMPLER_2D },
+ { Msp::GL::SAMPLER_3D, GL_SAMPLER_3D },
+ { Msp::GL::SAMPLER_CUBE, GL_SAMPLER_CUBE },
+ { Msp::GL::SAMPLER_1D_ARRAY, GL_SAMPLER_1D_ARRAY },
+ { Msp::GL::SAMPLER_2D_ARRAY, GL_SAMPLER_2D_ARRAY },
+ { Msp::GL::SAMPLER_CUBE_ARRAY, GL_SAMPLER_CUBE_MAP_ARRAY },
+ { Msp::GL::SAMPLER_1D_SHADOW, GL_SAMPLER_1D_SHADOW },
+ { Msp::GL::SAMPLER_2D_SHADOW, GL_SAMPLER_2D_SHADOW },
+ { Msp::GL::SAMPLER_CUBE_SHADOW, GL_SAMPLER_CUBE_SHADOW },
+ { Msp::GL::SAMPLER_1D_ARRAY_SHADOW, GL_SAMPLER_1D_ARRAY_SHADOW },
+ { Msp::GL::SAMPLER_2D_ARRAY_SHADOW, GL_SAMPLER_2D_ARRAY_SHADOW },
+ { Msp::GL::SAMPLER_CUBE_ARRAY_SHADOW, GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW }
+};
+const unsigned type_map_size = sizeof(type_map)/sizeof(MappedType);
+
+bool type_compare(const MappedType &mt, Msp::GL::DataType t)
+{ return mt.type<t; }
+
+}
+
namespace Msp {
namespace GL {
-unsigned get_type_size(DataType type)
+GLenum get_gl_type(DataType type)
+{
+ const MappedType *end = type_map+type_map_size;
+ const MappedType *ptr = lower_bound(type_map, end, type, type_compare);
+ if(ptr==end || ptr->type!=type)
+ throw invalid_argument("get_gl_type");
+ return ptr->gl_type;
+}
+
+DataType from_gl_type(GLenum gl_type)
+{
+ for(unsigned i=0; i<type_map_size; ++i)
+ if(type_map[i].gl_type==gl_type)
+ return type_map[i].type;
+ throw invalid_argument("from_gl_type");
+}
+
+void require_type(DataType type)
{
- switch(type)
- {
- case BYTE:
- case UNSIGNED_BYTE: return 1;
- case SHORT:
- case UNSIGNED_SHORT:
- case HALF_FLOAT: return 2;
- case INT:
- case UNSIGNED_INT:
- case FLOAT: return 4;
- default: throw invalid_argument("get_type_size");
- }
+ unsigned rows = ((type>>12)&3)+1;
+ unsigned cols = ((type>>14)&4)+1;
+ if(rows>1 && cols>1 && rows!=cols)
+ static Require _req(NV_non_square_matrices);
+ if((type&0x200) && get_type_size(type)/(rows*cols)==8)
+ static Require _req(ARB_gpu_shader_fp64);
}
} // namespace GL