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This will allow us to continue searching the current path for relative shader includes. From the ARB_shading_language_include spec: "If it is quoted with double quotes in a previously included string, then the first search point will be the tree location where the previously included string had been found." Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
57 lines
1.8 KiB
C
57 lines
1.8 KiB
C
/*
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* Copyright © 2019 Timothy Arceri
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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 "pp_standalone_scaffolding.h"
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const char *
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_mesa_lookup_shader_include(struct gl_context *ctx, char *path,
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bool error_check)
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{
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(void) ctx;
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(void) path;
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(void) error_check;
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return NULL;
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}
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size_t
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_mesa_get_shader_include_cursor(struct gl_shared_state *shared)
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{
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(void) shared;
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return 0;
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}
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void
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_mesa_set_shader_include_cursor(struct gl_shared_state *shared,
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size_t cursor)
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{
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(void) shared;
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(void) cursor;
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}
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