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-rw-r--r--mesalib/src/glsl/standalone_scaffolding.cpp91
1 files changed, 91 insertions, 0 deletions
diff --git a/mesalib/src/glsl/standalone_scaffolding.cpp b/mesalib/src/glsl/standalone_scaffolding.cpp
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+/*
+ * Copyright © 2011 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.
+ */
+
+/* This file declares stripped-down versions of functions that
+ * normally exist outside of the glsl folder, so that they can be used
+ * when running the GLSL compiler standalone (for unit testing or
+ * compiling builtins).
+ */
+
+#include "standalone_scaffolding.h"
+
+#include <assert.h>
+#include <string.h>
+#include "ralloc.h"
+
+void
+_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
+ struct gl_shader *sh)
+{
+ *ptr = sh;
+}
+
+struct gl_shader *
+_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
+{
+ struct gl_shader *shader;
+
+ (void) ctx;
+
+ assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
+ shader = rzalloc(NULL, struct gl_shader);
+ if (shader) {
+ shader->Type = type;
+ shader->Name = name;
+ shader->RefCount = 1;
+ }
+ return shader;
+}
+
+void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
+{
+ memset(ctx, 0, sizeof(*ctx));
+
+ ctx->API = api;
+
+ ctx->Extensions.ARB_ES2_compatibility = true;
+ ctx->Extensions.ARB_draw_buffers = true;
+ ctx->Extensions.ARB_draw_instanced = true;
+ ctx->Extensions.ARB_fragment_coord_conventions = true;
+ ctx->Extensions.EXT_texture_array = true;
+ ctx->Extensions.NV_texture_rectangle = true;
+ ctx->Extensions.EXT_texture3D = true;
+
+ ctx->Const.GLSLVersion = 120;
+
+ /* 1.20 minimums. */
+ ctx->Const.MaxLights = 8;
+ ctx->Const.MaxClipPlanes = 6;
+ ctx->Const.MaxTextureUnits = 2;
+ ctx->Const.MaxTextureCoordUnits = 2;
+ ctx->Const.VertexProgram.MaxAttribs = 16;
+
+ ctx->Const.VertexProgram.MaxUniformComponents = 512;
+ ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
+ ctx->Const.MaxVertexTextureImageUnits = 0;
+ ctx->Const.MaxCombinedTextureImageUnits = 2;
+ ctx->Const.MaxTextureImageUnits = 2;
+ ctx->Const.FragmentProgram.MaxUniformComponents = 64;
+
+ ctx->Const.MaxDrawBuffers = 1;
+}