glsl: Require a context in _mesa_glsl_parse_state.

Create a dummy context in the standalone compiler and pass it to
_mesa_glsl_parse_state.
This commit is contained in:
Chia-I Wu 2010-09-08 18:48:12 +08:00 committed by Kenneth Graunke
parent 7e03e2b2c7
commit dc754586ca
2 changed files with 62 additions and 62 deletions

View file

@ -57,7 +57,6 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct __GLcontextRec *ctx,
this->es_shader = false; this->es_shader = false;
this->ARB_texture_rectangle_enable = true; this->ARB_texture_rectangle_enable = true;
if (ctx != NULL) {
/* OpenGL ES 2.0 has different defaults from desktop GL. */ /* OpenGL ES 2.0 has different defaults from desktop GL. */
if (ctx->API == API_OPENGLES2) { if (ctx->API == API_OPENGLES2) {
this->language_version = 100; this->language_version = 100;
@ -80,40 +79,6 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct __GLcontextRec *ctx,
this->Const.MaxFragmentUniformComponents = ctx->Const.FragmentProgram.MaxUniformComponents; this->Const.MaxFragmentUniformComponents = ctx->Const.FragmentProgram.MaxUniformComponents;
this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers; this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
} else {
/* If there is no GL context (standalone compiler), fill in constants
* with the minimum required values.
*/
static struct gl_extensions null_extensions;
memset(&null_extensions, 0, sizeof(null_extensions));
null_extensions.ARB_draw_buffers = GL_TRUE;
null_extensions.ARB_fragment_coord_conventions = GL_TRUE;
null_extensions.EXT_texture_array = GL_TRUE;
null_extensions.NV_texture_rectangle = GL_TRUE;
this->extensions = &null_extensions;
/* 1.10 minimums. */
this->Const.MaxLights = 8;
this->Const.MaxClipPlanes = 8;
this->Const.MaxTextureUnits = 2;
/* More than the 1.10 minimum to appease parser tests taken from
* apps that (hopefully) already checked the number of coords.
*/
this->Const.MaxTextureCoords = 4;
this->Const.MaxVertexAttribs = 16;
this->Const.MaxVertexUniformComponents = 512;
this->Const.MaxVaryingFloats = 32;
this->Const.MaxVertexTextureImageUnits = 0;
this->Const.MaxCombinedTextureImageUnits = 2;
this->Const.MaxTextureImageUnits = 2;
this->Const.MaxFragmentUniformComponents = 64;
this->Const.MaxDrawBuffers = 2;
}
} }
const char * const char *

View file

@ -59,6 +59,41 @@ _mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
return shader; return shader;
} }
static void
initialize_context(GLcontext *ctx, gl_api api)
{
memset(ctx, 0, sizeof(*ctx));
ctx->API = api;
ctx->Extensions.ARB_draw_buffers = GL_TRUE;
ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
ctx->Extensions.EXT_texture_array = GL_TRUE;
ctx->Extensions.NV_texture_rectangle = GL_TRUE;
/* 1.10 minimums. */
ctx->Const.MaxLights = 8;
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxTextureUnits = 2;
/* More than the 1.10 minimum to appease parser tests taken from
* apps that (hopefully) already checked the number of coords.
*/
ctx->Const.MaxTextureCoordUnits = 4;
ctx->Const.VertexProgram.MaxAttribs = 16;
ctx->Const.VertexProgram.MaxUniformComponents = 512;
ctx->Const.MaxVarying = 8;
ctx->Const.MaxVertexTextureImageUnits = 0;
ctx->Const.MaxCombinedTextureImageUnits = 2;
ctx->Const.MaxTextureImageUnits = 2;
ctx->Const.FragmentProgram.MaxUniformComponents = 64;
ctx->Const.MaxDrawBuffers = 2;
ctx->Driver.NewShader = _mesa_new_shader;
}
/* Returned string will have 'ctx' as its talloc owner. */ /* Returned string will have 'ctx' as its talloc owner. */
static char * static char *
load_text_file(void *ctx, const char *file_name) load_text_file(void *ctx, const char *file_name)
@ -123,14 +158,14 @@ const struct option compiler_opts[] = {
}; };
void void
compile_shader(struct gl_shader *shader) compile_shader(GLcontext *ctx, struct gl_shader *shader)
{ {
struct _mesa_glsl_parse_state *state = struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(NULL, shader->Type, shader); new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
const char *source = shader->Source; const char *source = shader->Source;
state->error = preprocess(state, &source, &state->info_log, state->error = preprocess(state, &source, &state->info_log,
state->extensions, API_OPENGL); state->extensions, ctx->API);
if (!state->error) { if (!state->error) {
_mesa_glsl_lexer_ctor(state, source); _mesa_glsl_lexer_ctor(state, source);
@ -218,8 +253,6 @@ main(int argc, char **argv)
GLcontext local_ctx; GLcontext local_ctx;
GLcontext *ctx = &local_ctx; GLcontext *ctx = &local_ctx;
ctx->Driver.NewShader = _mesa_new_shader;
int c; int c;
int idx = 0; int idx = 0;
while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1) while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
@ -229,6 +262,8 @@ main(int argc, char **argv)
if (argc <= optind) if (argc <= optind)
usage_fail(argv[0]); usage_fail(argv[0]);
initialize_context(ctx, API_OPENGL);
struct gl_shader_program *whole_program; struct gl_shader_program *whole_program;
whole_program = talloc_zero (NULL, struct gl_shader_program); whole_program = talloc_zero (NULL, struct gl_shader_program);
@ -265,7 +300,7 @@ main(int argc, char **argv)
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
} }
compile_shader(shader); compile_shader(ctx, shader);
if (!shader->CompileStatus) { if (!shader->CompileStatus) {
printf("Info log for %s:\n%s\n", argv[optind], shader->InfoLog); printf("Info log for %s:\n%s\n", argv[optind], shader->InfoLog);