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
36void
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
44void
45_mesa_shader_debug(struct gl_context *, GLenum, GLuint,
46                   const char *, int)
47{
48}
49
50struct gl_shader *
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
67void 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