2 * Copyright © 2011 Intel Corporation
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:
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
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.
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).
30 #include "standalone_scaffolding.h"
37 _mesa_warning(struct gl_context *ctx, const char *fmt, ...)
44 /* This output is not thread-safe, but that's good enough for the
45 * standalone compiler.
47 fprintf(stderr, "Mesa warning: ");
48 vfprintf(stderr, fmt, vargs);
49 fprintf(stderr, "\n");
55 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
63 _mesa_shader_debug(struct gl_context *, GLenum, GLuint *id,
69 _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
71 struct gl_shader *shader;
75 assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
76 shader = rzalloc(NULL, struct gl_shader);
85 void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
87 memset(ctx, 0, sizeof(*ctx));
91 ctx->Extensions.dummy_false = false;
92 ctx->Extensions.dummy_true = true;
93 ctx->Extensions.ARB_ES2_compatibility = true;
94 ctx->Extensions.ARB_ES3_compatibility = false;
95 ctx->Extensions.ARB_draw_instanced = true;
96 ctx->Extensions.ARB_fragment_coord_conventions = true;
97 ctx->Extensions.EXT_texture_array = true;
98 ctx->Extensions.NV_texture_rectangle = true;
99 ctx->Extensions.EXT_texture3D = true;
100 ctx->Extensions.OES_EGL_image_external = true;
101 ctx->Extensions.ARB_shader_bit_encoding = true;
102 ctx->Extensions.ARB_shading_language_packing = true;
103 ctx->Extensions.OES_standard_derivatives = true;
104 ctx->Extensions.ARB_texture_cube_map_array = true;
105 ctx->Extensions.ARB_texture_multisample = true;
106 ctx->Extensions.ARB_texture_query_lod = true;
108 ctx->Const.GLSLVersion = 120;
111 ctx->Const.MaxLights = 8;
112 ctx->Const.MaxClipPlanes = 6;
113 ctx->Const.MaxTextureUnits = 2;
114 ctx->Const.MaxTextureCoordUnits = 2;
115 ctx->Const.VertexProgram.MaxAttribs = 16;
117 ctx->Const.VertexProgram.MaxUniformComponents = 512;
118 ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
119 ctx->Const.MaxVertexTextureImageUnits = 0;
120 ctx->Const.MaxCombinedTextureImageUnits = 2;
121 ctx->Const.MaxTextureImageUnits = 2;
122 ctx->Const.FragmentProgram.MaxUniformComponents = 64;
124 ctx->Const.MaxDrawBuffers = 1;