/* * Copyright © 2011 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ /* This file declares stripped-down versions of functions that * normally exist outside of the glsl folder, so that they can be used * when running the GLSL compiler standalone (for unit testing or * compiling builtins). */ #include "standalone_scaffolding.h" #include #include #include "ralloc.h" void _mesa_warning(struct gl_context *ctx, const char *fmt, ...) { va_list vargs; (void) ctx; va_start(vargs, fmt); /* This output is not thread-safe, but that's good enough for the * standalone compiler. */ fprintf(stderr, "Mesa warning: "); vfprintf(stderr, fmt, vargs); fprintf(stderr, "\n"); va_end(vargs); } void _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr, struct gl_shader *sh) { (void) ctx; *ptr = sh; } void _mesa_shader_debug(struct gl_context *, GLenum, GLuint *id, const char *, int) { } struct gl_shader * _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type) { struct gl_shader *shader; (void) ctx; assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER); shader = rzalloc(NULL, struct gl_shader); if (shader) { shader->Type = type; shader->Stage = _mesa_shader_enum_to_shader_stage(type); shader->Name = name; shader->RefCount = 1; } return shader; } void initialize_context_to_defaults(struct gl_context *ctx, gl_api api) { memset(ctx, 0, sizeof(*ctx)); ctx->API = api; ctx->Extensions.dummy_false = false; ctx->Extensions.dummy_true = true; ctx->Extensions.ARB_compute_shader = true; ctx->Extensions.ARB_conservative_depth = true; ctx->Extensions.ARB_draw_instanced = true; ctx->Extensions.ARB_ES2_compatibility = true; ctx->Extensions.ARB_ES3_compatibility = true; ctx->Extensions.ARB_explicit_attrib_location = true; ctx->Extensions.ARB_fragment_coord_conventions = true; ctx->Extensions.ARB_gpu_shader5 = true; ctx->Extensions.ARB_sample_shading = true; ctx->Extensions.ARB_shader_bit_encoding = true; ctx->Extensions.ARB_shader_stencil_export = true; ctx->Extensions.ARB_shader_texture_lod = true; ctx->Extensions.ARB_shading_language_420pack = true; ctx->Extensions.ARB_shading_language_packing = true; ctx->Extensions.ARB_texture_cube_map_array = true; ctx->Extensions.ARB_texture_gather = true; ctx->Extensions.ARB_texture_multisample = true; ctx->Extensions.ARB_texture_query_levels = true; ctx->Extensions.ARB_texture_query_lod = true; ctx->Extensions.ARB_uniform_buffer_object = true; ctx->Extensions.ARB_viewport_array = true; ctx->Extensions.OES_EGL_image_external = true; ctx->Extensions.OES_standard_derivatives = true; ctx->Extensions.EXT_shader_integer_mix = true; ctx->Extensions.EXT_texture3D = true; ctx->Extensions.EXT_texture_array = true; ctx->Extensions.NV_texture_rectangle = true; ctx->Const.GLSLVersion = 120; /* 1.20 minimums. */ ctx->Const.MaxLights = 8; ctx->Const.MaxClipPlanes = 6; ctx->Const.MaxTextureUnits = 2; ctx->Const.MaxTextureCoordUnits = 2; ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16; ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512; ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32; ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0; ctx->Const.MaxCombinedTextureImageUnits = 2; ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 2; ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64; ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 32; ctx->Const.MaxDrawBuffers = 1; /* Set up default shader compiler options. */ struct gl_shader_compiler_options options; memset(&options, 0, sizeof(options)); options.MaxUnrollIterations = 32; options.MaxIfDepth = UINT_MAX; /* Default pragma settings */ options.DefaultPragmas.Optimize = true; for (int sh = 0; sh < MESA_SHADER_STAGES; ++sh) memcpy(&ctx->ShaderCompilerOptions[sh], &options, sizeof(options)); }