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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_warning(struct gl_context *ctx, const char *fmt, ...)
{
va_list vargs;
(void) ctx;
va_start(vargs, fmt);
/* This output is not thread-safe, but that's good enough for the
* standalone compiler.
*/
fprintf(stderr, "Mesa warning: ");
vfprintf(stderr, fmt, vargs);
fprintf(stderr, "\n");
va_end(vargs);
}
void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh)
{
(void) ctx;
*ptr = sh;
}
void
_mesa_shader_debug(struct gl_context *, GLenum, GLuint *id,
const char *, int)
{
}
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.dummy_false = false;
ctx->Extensions.dummy_true = true;
ctx->Extensions.ARB_ES2_compatibility = true;
ctx->Extensions.ARB_ES3_compatibility = false;
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->Extensions.OES_EGL_image_external = true;
ctx->Extensions.ARB_shader_bit_encoding = true;
ctx->Extensions.ARB_shading_language_packing = true;
ctx->Extensions.OES_standard_derivatives = true;
ctx->Extensions.ARB_texture_cube_map_array = true;
ctx->Extensions.ARB_texture_multisample = true;
ctx->Extensions.ARB_texture_query_lod = 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;
}
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