| /* |
| * 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 <assert.h> |
| #include <string.h> |
| #include "ralloc.h" |
| |
| 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, |
| 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->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_ES2_compatibility = true; |
| ctx->Extensions.ARB_draw_instanced = true; |
| ctx->Extensions.ARB_fragment_coord_conventions = true; |
| ctx->Extensions.EXT_texture_array = true; |
| ctx->Extensions.NV_texture_rectangle = true; |
| ctx->Extensions.EXT_texture3D = true; |
| ctx->Extensions.OES_EGL_image_external = true; |
| ctx->Extensions.ARB_shader_bit_encoding = 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.VertexProgram.MaxAttribs = 16; |
| |
| ctx->Const.VertexProgram.MaxUniformComponents = 512; |
| ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */ |
| ctx->Const.MaxVertexTextureImageUnits = 0; |
| ctx->Const.MaxCombinedTextureImageUnits = 2; |
| ctx->Const.MaxTextureImageUnits = 2; |
| ctx->Const.FragmentProgram.MaxUniformComponents = 64; |
| |
| ctx->Const.MaxDrawBuffers = 1; |
| } |