mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
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92 lines
3 KiB
C++
92 lines
3 KiB
C++
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/*
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* Copyright © 2011 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/* This file declares stripped-down versions of functions that
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* normally exist outside of the glsl folder, so that they can be used
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* when running the GLSL compiler standalone (for unit testing or
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* compiling builtins).
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*/
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#include "standalone_scaffolding.h"
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#include <assert.h>
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#include <string.h>
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#include "ralloc.h"
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void
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_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
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struct gl_shader *sh)
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{
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*ptr = sh;
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}
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struct gl_shader *
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_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
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{
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struct gl_shader *shader;
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(void) ctx;
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assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
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shader = rzalloc(NULL, struct gl_shader);
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if (shader) {
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shader->Type = type;
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shader->Name = name;
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shader->RefCount = 1;
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}
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return shader;
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}
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void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
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{
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memset(ctx, 0, sizeof(*ctx));
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ctx->API = api;
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ctx->Extensions.ARB_ES2_compatibility = true;
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ctx->Extensions.ARB_draw_buffers = true;
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ctx->Extensions.ARB_draw_instanced = true;
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ctx->Extensions.ARB_fragment_coord_conventions = true;
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ctx->Extensions.EXT_texture_array = true;
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ctx->Extensions.NV_texture_rectangle = true;
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ctx->Extensions.EXT_texture3D = true;
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ctx->Const.GLSLVersion = 120;
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/* 1.20 minimums. */
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ctx->Const.MaxLights = 8;
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ctx->Const.MaxClipPlanes = 6;
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.MaxTextureCoordUnits = 2;
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ctx->Const.VertexProgram.MaxAttribs = 16;
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ctx->Const.VertexProgram.MaxUniformComponents = 512;
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ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
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ctx->Const.MaxVertexTextureImageUnits = 0;
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ctx->Const.MaxCombinedTextureImageUnits = 2;
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ctx->Const.MaxTextureImageUnits = 2;
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ctx->Const.FragmentProgram.MaxUniformComponents = 64;
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ctx->Const.MaxDrawBuffers = 1;
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}
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