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