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authorKenneth Graunke <[email protected]>2010-07-22 16:20:36 -0700
committerKenneth Graunke <[email protected]>2010-07-22 16:50:36 -0700
commitaa9f86ae8b3bb2172092ff9b50751677c509e6b4 (patch)
treecff9cb7d2253c00f5736e92b05f7f30113054c8c /src/glsl/main.cpp
parent40c4298a6ea9e83b49858916d5423fd2135ef39c (diff)
glsl2: Fix standalone compiler to not crash horribly.
ir_to_mesa was updated for the _mesa_glsl_parse_state constructor changes, but main.cpp was not.
Diffstat (limited to 'src/glsl/main.cpp')
-rw-r--r--src/glsl/main.cpp45
1 files changed, 4 insertions, 41 deletions
diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index 2ecf57f8ce2..5c0f6475e0b 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -121,49 +121,12 @@ const struct option compiler_opts[] = {
void
compile_shader(struct gl_shader *shader)
{
- struct _mesa_glsl_parse_state *state;
- struct gl_extensions ext;
-
- state = talloc_zero(talloc_parent(shader), struct _mesa_glsl_parse_state);
-
- switch (shader->Type) {
- case GL_VERTEX_SHADER: state->target = vertex_shader; break;
- case GL_FRAGMENT_SHADER: state->target = fragment_shader; break;
- case GL_GEOMETRY_SHADER: state->target = geometry_shader; break;
- }
-
- state->scanner = NULL;
- state->translation_unit.make_empty();
- state->symbols = new(shader) glsl_symbol_table;
- state->info_log = talloc_strdup(shader, "");
- state->error = false;
- state->loop_or_switch_nesting = NULL;
- state->ARB_texture_rectangle_enable = true;
-
- memset(&ext, 0, sizeof(ext));
- state->extensions = &ext;
- /* 1.10 minimums. */
- state->Const.MaxLights = 8;
- state->Const.MaxClipPlanes = 8;
- state->Const.MaxTextureUnits = 2;
-
- /* More than the 1.10 minimum to appease parser tests taken from
- * apps that (hopefully) already checked the number of coords.
- */
- state->Const.MaxTextureCoords = 4;
-
- state->Const.MaxVertexAttribs = 16;
- state->Const.MaxVertexUniformComponents = 512;
- state->Const.MaxVaryingFloats = 32;
- state->Const.MaxVertexTextureImageUnits = 0;
- state->Const.MaxCombinedTextureImageUnits = 2;
- state->Const.MaxTextureImageUnits = 2;
- state->Const.MaxFragmentUniformComponents = 64;
-
- state->Const.MaxDrawBuffers = 2;
+ struct _mesa_glsl_parse_state *state =
+ new(shader) _mesa_glsl_parse_state(NULL, shader->Type, shader);
const char *source = shader->Source;
- state->error = preprocess(state, &source, &state->info_log, &ext);
+ state->error = preprocess(state, &source, &state->info_log,
+ state->extensions);
if (!state->error) {
_mesa_glsl_lexer_ctor(state, source);