#include <string.h>
#include "util/ralloc.h"
#include "util/strtod.h"
+#include "main/mtypes.h"
void
_mesa_warning(struct gl_context *ctx, const char *fmt, ...)
va_end(vargs);
}
+void
+_mesa_problem(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 problem: ");
+ vfprintf(stderr, fmt, vargs);
+ fprintf(stderr, "\n");
+
+ va_end(vargs);
+}
+
+void
+_mesa_reference_shader_program_data(struct gl_context *ctx,
+ struct gl_shader_program_data **ptr,
+ struct gl_shader_program_data *data)
+{
+ (void) ctx;
+ *ptr = data;
+}
+
void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh)
*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 *,
const char *)
}
struct gl_shader *
-_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
+_mesa_new_shader(GLuint name, gl_shader_stage stage)
{
struct gl_shader *shader;
- (void) ctx;
-
- assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
+ assert(stage == MESA_SHADER_FRAGMENT || stage == MESA_SHADER_VERTEX);
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
- shader->Type = type;
- shader->Stage = _mesa_shader_enum_to_shader_stage(type);
+ shader->Stage = stage;
shader->Name = name;
shader->RefCount = 1;
}
return shader;
}
+GLbitfield
+_mesa_program_state_flags(UNUSED const gl_state_index16 state[STATE_LENGTH])
+{
+ return 0;
+}
+
+char *
+_mesa_program_state_string(UNUSED const gl_state_index16 state[STATE_LENGTH])
+{
+ return NULL;
+}
+
void
-_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
+_mesa_delete_shader(struct gl_context *, struct gl_shader *sh)
{
free((void *)sh->Source);
free(sh->Label);
}
void
-_mesa_clear_shader_program_data(struct gl_shader_program *shProg)
+_mesa_delete_linked_shader(struct gl_context *,
+ struct gl_linked_shader *sh)
+{
+ ralloc_free(sh);
+}
+
+void
+_mesa_clear_shader_program_data(struct gl_context *ctx,
+ struct gl_shader_program *shProg)
{
- shProg->NumUniformStorage = 0;
- shProg->UniformStorage = NULL;
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (shProg->_LinkedShaders[i] != NULL) {
+ _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[i]);
+ shProg->_LinkedShaders[i] = NULL;
+ }
+ }
+
+ shProg->data->NumUniformStorage = 0;
+ shProg->data->UniformStorage = NULL;
shProg->NumUniformRemapTable = 0;
shProg->UniformRemapTable = NULL;
shProg->UniformHash = NULL;
- ralloc_free(shProg->InfoLog);
- shProg->InfoLog = ralloc_strdup(shProg, "");
+ ralloc_free(shProg->data->InfoLog);
+ shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
- ralloc_free(shProg->BufferInterfaceBlocks);
- shProg->BufferInterfaceBlocks = NULL;
- shProg->NumBufferInterfaceBlocks = 0;
+ ralloc_free(shProg->data->UniformBlocks);
+ shProg->data->UniformBlocks = NULL;
+ shProg->data->NumUniformBlocks = 0;
- ralloc_free(shProg->UniformBlocks);
- shProg->UniformBlocks = NULL;
- shProg->NumUniformBlocks = 0;
+ ralloc_free(shProg->data->ShaderStorageBlocks);
+ shProg->data->ShaderStorageBlocks = NULL;
+ shProg->data->NumShaderStorageBlocks = 0;
- ralloc_free(shProg->ShaderStorageBlocks);
- shProg->ShaderStorageBlocks = NULL;
- shProg->NumShaderStorageBlocks = 0;
-
- ralloc_free(shProg->AtomicBuffers);
- shProg->AtomicBuffers = NULL;
- shProg->NumAtomicBuffers = 0;
+ ralloc_free(shProg->data->AtomicBuffers);
+ shProg->data->AtomicBuffers = NULL;
+ shProg->data->NumAtomicBuffers = 0;
}
void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
ctx->Extensions.dummy_false = false;
ctx->Extensions.dummy_true = true;
ctx->Extensions.ARB_compute_shader = true;
+ ctx->Extensions.ARB_compute_variable_group_size = true;
ctx->Extensions.ARB_conservative_depth = true;
ctx->Extensions.ARB_draw_instanced = true;
ctx->Extensions.ARB_ES2_compatibility = true;
ctx->Extensions.ARB_fragment_layer_viewport = true;
ctx->Extensions.ARB_gpu_shader5 = true;
ctx->Extensions.ARB_gpu_shader_fp64 = true;
+ ctx->Extensions.ARB_gpu_shader_int64 = true;
ctx->Extensions.ARB_sample_shading = true;
ctx->Extensions.ARB_shader_bit_encoding = true;
ctx->Extensions.ARB_shader_draw_parameters = true;
ctx->Extensions.ARB_shader_stencil_export = true;
- ctx->Extensions.ARB_shader_subroutine = 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_query_lod = true;
ctx->Extensions.ARB_uniform_buffer_object = true;
ctx->Extensions.ARB_viewport_array = true;
+ ctx->Extensions.ARB_cull_distance = true;
+ ctx->Extensions.ARB_bindless_texture = true;
ctx->Extensions.OES_EGL_image_external = true;
ctx->Extensions.OES_standard_derivatives = true;
+ ctx->Extensions.EXT_gpu_shader4 = true;
ctx->Extensions.EXT_shader_integer_mix = true;
ctx->Extensions.EXT_texture_array = true;
+ ctx->Extensions.MESA_shader_integer_functions = true;
+
ctx->Extensions.NV_texture_rectangle = true;
ctx->Const.GLSLVersion = 120;
ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
ctx->Const.MaxComputeWorkGroupSize[2] = 64;
ctx->Const.MaxComputeWorkGroupInvocations = 1024;
+ ctx->Const.MaxComputeVariableGroupSize[0] = 512;
+ ctx->Const.MaxComputeVariableGroupSize[1] = 512;
+ ctx->Const.MaxComputeVariableGroupSize[2] = 64;
+ ctx->Const.MaxComputeVariableGroupInvocations = 512;
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 */