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authorIan Romanick <[email protected]>2010-07-18 15:59:43 -0700
committerIan Romanick <[email protected]>2010-07-20 17:48:24 -0700
commit2462a536ea5c98867296905e3da127eba7c7bdff (patch)
tree661139c92c86bda4966b6365cd95820650fc52ef /src/mesa
parent7e2aa91507a5883e33473e0a94215ee3985baad1 (diff)
glsl2: Add a constructor for _mesa_glsl_parse_state
Coming changes to the handling of built-in functions necessitate this.
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/shader/ir_to_mesa.cpp34
1 files changed, 2 insertions, 32 deletions
diff --git a/src/mesa/shader/ir_to_mesa.cpp b/src/mesa/shader/ir_to_mesa.cpp
index 7cc469f3a72..1a9b0e39481 100644
--- a/src/mesa/shader/ir_to_mesa.cpp
+++ b/src/mesa/shader/ir_to_mesa.cpp
@@ -2155,38 +2155,8 @@ steal_memory(ir_instruction *ir, void *new_ctx)
void
_mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
{
- struct _mesa_glsl_parse_state *state;
-
- state = talloc_zero(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;
-
- state->extensions = &ctx->Extensions;
-
- state->Const.MaxLights = ctx->Const.MaxLights;
- state->Const.MaxClipPlanes = ctx->Const.MaxClipPlanes;
- state->Const.MaxTextureUnits = ctx->Const.MaxTextureUnits;
- state->Const.MaxTextureCoords = ctx->Const.MaxTextureCoordUnits;
- state->Const.MaxVertexAttribs = ctx->Const.VertexProgram.MaxAttribs;
- state->Const.MaxVertexUniformComponents = ctx->Const.VertexProgram.MaxUniformComponents;
- state->Const.MaxVaryingFloats = ctx->Const.MaxVarying * 4;
- state->Const.MaxVertexTextureImageUnits = ctx->Const.MaxVertexTextureImageUnits;
- state->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxCombinedTextureImageUnits;
- state->Const.MaxTextureImageUnits = ctx->Const.MaxTextureImageUnits;
- state->Const.MaxFragmentUniformComponents = ctx->Const.FragmentProgram.MaxUniformComponents;
-
- state->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
+ struct _mesa_glsl_parse_state *state =
+ new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
const char *source = shader->Source;
state->error = preprocess(state, &source, &state->info_log,