diff options
author | Kenneth Graunke <[email protected]> | 2010-07-22 16:20:36 -0700 |
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committer | Kenneth Graunke <[email protected]> | 2010-07-22 16:50:36 -0700 |
commit | aa9f86ae8b3bb2172092ff9b50751677c509e6b4 (patch) | |
tree | cff9cb7d2253c00f5736e92b05f7f30113054c8c /src/glsl/main.cpp | |
parent | 40c4298a6ea9e83b49858916d5423fd2135ef39c (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.cpp | 45 |
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); |