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      1 /*
      2  * Copyright  2011 Intel Corporation
      3  *
      4  * Permission is hereby granted, free of charge, to any person obtaining a
      5  * copy of this software and associated documentation files (the "Software"),
      6  * to deal in the Software without restriction, including without limitation
      7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
      8  * and/or sell copies of the Software, and to permit persons to whom the
      9  * Software is furnished to do so, subject to the following conditions:
     10  *
     11  * The above copyright notice and this permission notice (including the next
     12  * paragraph) shall be included in all copies or substantial portions of the
     13  * Software.
     14  *
     15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
     20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
     21  * DEALINGS IN THE SOFTWARE.
     22  */
     23 
     24 /* This file declares stripped-down versions of functions that
     25  * normally exist outside of the glsl folder, so that they can be used
     26  * when running the GLSL compiler standalone (for unit testing or
     27  * compiling builtins).
     28  */
     29 
     30 #include "standalone_scaffolding.h"
     31 
     32 #include <assert.h>
     33 #include <string.h>
     34 #include "ralloc.h"
     35 
     36 void
     37 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
     38                        struct gl_shader *sh)
     39 {
     40    (void) ctx;
     41    *ptr = sh;
     42 }
     43 
     44 void
     45 _mesa_shader_debug(struct gl_context *, GLenum, GLuint,
     46                    const char *, int)
     47 {
     48 }
     49 
     50 struct gl_shader *
     51 _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
     52 {
     53    struct gl_shader *shader;
     54 
     55    (void) ctx;
     56 
     57    assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
     58    shader = rzalloc(NULL, struct gl_shader);
     59    if (shader) {
     60       shader->Type = type;
     61       shader->Name = name;
     62       shader->RefCount = 1;
     63    }
     64    return shader;
     65 }
     66 
     67 void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
     68 {
     69    memset(ctx, 0, sizeof(*ctx));
     70 
     71    ctx->API = api;
     72 
     73    ctx->Extensions.dummy_false = false;
     74    ctx->Extensions.dummy_true = true;
     75    ctx->Extensions.ARB_ES2_compatibility = true;
     76    ctx->Extensions.ARB_draw_instanced = true;
     77    ctx->Extensions.ARB_fragment_coord_conventions = true;
     78    ctx->Extensions.EXT_texture_array = true;
     79    ctx->Extensions.NV_texture_rectangle = true;
     80    ctx->Extensions.EXT_texture3D = true;
     81    ctx->Extensions.OES_EGL_image_external = true;
     82    ctx->Extensions.ARB_shader_bit_encoding = true;
     83 
     84    ctx->Const.GLSLVersion = 120;
     85 
     86    /* 1.20 minimums. */
     87    ctx->Const.MaxLights = 8;
     88    ctx->Const.MaxClipPlanes = 6;
     89    ctx->Const.MaxTextureUnits = 2;
     90    ctx->Const.MaxTextureCoordUnits = 2;
     91    ctx->Const.VertexProgram.MaxAttribs = 16;
     92 
     93    ctx->Const.VertexProgram.MaxUniformComponents = 512;
     94    ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
     95    ctx->Const.MaxVertexTextureImageUnits = 0;
     96    ctx->Const.MaxCombinedTextureImageUnits = 2;
     97    ctx->Const.MaxTextureImageUnits = 2;
     98    ctx->Const.FragmentProgram.MaxUniformComponents = 64;
     99 
    100    ctx->Const.MaxDrawBuffers = 1;
    101 }
    102