1 /*
2  * Copyright © 2011 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21  * DEALINGS IN THE SOFTWARE.
22  */
23 
24 /* This file declares stripped-down versions of functions that
25  * normally exist outside of the glsl folder, so that they can be used
26  * when running the GLSL compiler standalone (for unit testing or
27  * compiling builtins).
28  */
29 
30 #include "standalone_scaffolding.h"
31 
32 #include <assert.h>
33 #include <string.h>
34 #include "ralloc.h"
35 
36 void
_mesa_reference_shader(struct gl_context * ctx,struct gl_shader ** ptr,struct gl_shader * sh)37 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
38                        struct gl_shader *sh)
39 {
40    (void) ctx;
41    *ptr = sh;
42 }
43 
44 void
_mesa_shader_debug(struct gl_context *,GLenum,GLuint,const char *,int)45 _mesa_shader_debug(struct gl_context *, GLenum, GLuint,
46                    const char *, int)
47 {
48 }
49 
50 struct gl_shader *
_mesa_new_shader(struct gl_context * ctx,GLuint name,GLenum type)51 _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
52 {
53    struct gl_shader *shader;
54 
55    (void) ctx;
56 
57    assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
58    shader = rzalloc(NULL, struct gl_shader);
59    if (shader) {
60       shader->Type = type;
61       shader->Name = name;
62       shader->RefCount = 1;
63    }
64    return shader;
65 }
66 
initialize_context_to_defaults(struct gl_context * ctx,gl_api api)67 void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
68 {
69    memset(ctx, 0, sizeof(*ctx));
70 
71    ctx->API = api;
72 
73    ctx->Extensions.dummy_false = false;
74    ctx->Extensions.dummy_true = true;
75    ctx->Extensions.ARB_ES2_compatibility = true;
76    ctx->Extensions.ARB_draw_instanced = true;
77    ctx->Extensions.ARB_fragment_coord_conventions = true;
78    ctx->Extensions.EXT_texture_array = true;
79    ctx->Extensions.NV_texture_rectangle = true;
80    ctx->Extensions.EXT_texture3D = true;
81    ctx->Extensions.OES_EGL_image_external = true;
82    ctx->Extensions.ARB_shader_bit_encoding = true;
83 
84    ctx->Const.GLSLVersion = 120;
85 
86    /* 1.20 minimums. */
87    ctx->Const.MaxLights = 8;
88    ctx->Const.MaxClipPlanes = 6;
89    ctx->Const.MaxTextureUnits = 2;
90    ctx->Const.MaxTextureCoordUnits = 2;
91    ctx->Const.VertexProgram.MaxAttribs = 16;
92 
93    ctx->Const.VertexProgram.MaxUniformComponents = 512;
94    ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
95    ctx->Const.MaxVertexTextureImageUnits = 0;
96    ctx->Const.MaxCombinedTextureImageUnits = 2;
97    ctx->Const.MaxTextureImageUnits = 2;
98    ctx->Const.FragmentProgram.MaxUniformComponents = 64;
99 
100    ctx->Const.MaxDrawBuffers = 1;
101 }
102