blob: 3c4093e228debf059acdb69cbc62f520104a3f7a [file] [log] [blame]
/*
* 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_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_reference_program(struct gl_context *ctx, struct gl_program **ptr,
struct gl_program *prog)
{
(void) ctx;
*ptr = prog;
}
//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_VERTEX_SHADER ||
type == GL_GEOMETRY_SHADER ||
type == GL_FRAGMENT_SHADER);
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
shader->Type = type;
shader->Stage = _mesa_shader_enum_to_shader_stage(type);
shader->Name = name;
// LunarG: VK does not use reference counts
// shader->RefCount = 1;
}
return shader;
}
void _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
{
free((void *)sh->Source);
free(sh->Label);
_mesa_reference_program(ctx, &sh->Program, NULL);
ralloc_free(sh);
}
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;
ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
ctx->Const.MaxComputeWorkGroupSize[2] = 64;
ctx->Const.MaxComputeWorkGroupInvocations = 1024;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
/* 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));
}