#include <assert.h>
#include <string.h>
-#include "ralloc.h"
+#include "util/ralloc.h"
void
_mesa_warning(struct gl_context *ctx, const char *fmt, ...)
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
shader->Type = type;
+ shader->Stage = _mesa_shader_enum_to_shader_stage(type);
shader->Name = name;
shader->RefCount = 1;
}
return shader;
}
+void
+_mesa_clear_shader_program_data(struct gl_shader_program *shProg)
+{
+ unsigned i;
+
+ shProg->NumUserUniformStorage = 0;
+ shProg->UniformStorage = NULL;
+ shProg->NumUniformRemapTable = 0;
+ shProg->UniformRemapTable = NULL;
+ shProg->UniformHash = NULL;
+
+ ralloc_free(shProg->InfoLog);
+ shProg->InfoLog = ralloc_strdup(shProg, "");
+
+ ralloc_free(shProg->UniformBlocks);
+ shProg->UniformBlocks = NULL;
+ shProg->NumUniformBlocks = 0;
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ ralloc_free(shProg->UniformBlockStageIndex[i]);
+ shProg->UniformBlockStageIndex[i] = NULL;
+ }
+
+ ralloc_free(shProg->AtomicBuffers);
+ shProg->AtomicBuffers = NULL;
+ shProg->NumAtomicBuffers = 0;
+}
+
void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
{
memset(ctx, 0, sizeof(*ctx));
ctx->Extensions.dummy_false = false;
ctx->Extensions.dummy_true = true;
+ ctx->Extensions.ARB_compute_shader = true;
ctx->Extensions.ARB_conservative_depth = true;
ctx->Extensions.ARB_draw_instanced = true;
ctx->Extensions.ARB_ES2_compatibility = true;
ctx->Extensions.ARB_ES3_compatibility = true;
ctx->Extensions.ARB_explicit_attrib_location = true;
ctx->Extensions.ARB_fragment_coord_conventions = true;
+ ctx->Extensions.ARB_fragment_layer_viewport = true;
ctx->Extensions.ARB_gpu_shader5 = true;
ctx->Extensions.ARB_sample_shading = true;
ctx->Extensions.ARB_shader_bit_encoding = true;
ctx->Extensions.ARB_texture_query_levels = true;
ctx->Extensions.ARB_texture_query_lod = true;
ctx->Extensions.ARB_uniform_buffer_object = true;
+ ctx->Extensions.ARB_viewport_array = true;
ctx->Extensions.OES_EGL_image_external = true;
ctx->Extensions.OES_standard_derivatives = true;
ctx->Const.MaxClipPlanes = 6;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.MaxTextureCoordUnits = 2;
- ctx->Const.VertexProgram.MaxAttribs = 16;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
- ctx->Const.VertexProgram.MaxUniformComponents = 512;
- ctx->Const.VertexProgram.MaxOutputComponents = 32;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
- ctx->Const.VertexProgram.MaxTextureImageUnits = 0;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
ctx->Const.MaxCombinedTextureImageUnits = 2;
- ctx->Const.FragmentProgram.MaxTextureImageUnits = 2;
- ctx->Const.FragmentProgram.MaxUniformComponents = 64;
- ctx->Const.FragmentProgram.MaxInputComponents = 32;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 2;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 32;
ctx->Const.MaxDrawBuffers = 1;
+ ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
+ ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
+ ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
+ ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
+ ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
+ ctx->Const.MaxComputeWorkGroupSize[2] = 64;
+ ctx->Const.MaxComputeWorkGroupInvocations = 1024;
+ 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 */
+ ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
/* Set up default shader compiler options. */
struct gl_shader_compiler_options options;
options.DefaultPragmas.Optimize = true;
for (int sh = 0; sh < MESA_SHADER_STAGES; ++sh)
- memcpy(&ctx->ShaderCompilerOptions[sh], &options, sizeof(options));
+ memcpy(&ctx->Const.ShaderCompilerOptions[sh], &options, sizeof(options));
}