#include <string.h>
#include "ralloc.h"
+void
+_mesa_warning(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 warning: ");
+ vfprintf(stderr, fmt, vargs);
+ fprintf(stderr, "\n");
+
+ va_end(vargs);
+}
+
void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh)
}
void
-_mesa_shader_debug(struct gl_context *, GLenum, GLuint,
+_mesa_shader_debug(struct gl_context *, GLenum, GLuint *id,
const char *, int)
{
}
ctx->Extensions.dummy_false = false;
ctx->Extensions.dummy_true = true;
- ctx->Extensions.ARB_ES2_compatibility = 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_gpu_shader5 = true;
+ ctx->Extensions.ARB_sample_shading = true;
+ ctx->Extensions.ARB_shader_bit_encoding = true;
+ ctx->Extensions.ARB_shader_stencil_export = 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_cube_map_array = true;
+ ctx->Extensions.ARB_texture_gather = true;
+ ctx->Extensions.ARB_texture_multisample = true;
+ ctx->Extensions.ARB_texture_query_levels = true;
+ ctx->Extensions.ARB_texture_query_lod = true;
+ ctx->Extensions.ARB_uniform_buffer_object = true;
+
+ ctx->Extensions.OES_EGL_image_external = true;
+ ctx->Extensions.OES_standard_derivatives = true;
+
+ ctx->Extensions.EXT_shader_integer_mix = true;
+ ctx->Extensions.EXT_texture3D = true;
ctx->Extensions.EXT_texture_array = true;
+
ctx->Extensions.NV_texture_rectangle = true;
- ctx->Extensions.EXT_texture3D = true;
- ctx->Extensions.OES_EGL_image_external = true;
ctx->Const.GLSLVersion = 120;
ctx->Const.VertexProgram.MaxAttribs = 16;
ctx->Const.VertexProgram.MaxUniformComponents = 512;
+ ctx->Const.VertexProgram.MaxOutputComponents = 32;
ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
- ctx->Const.MaxVertexTextureImageUnits = 0;
+ ctx->Const.VertexProgram.MaxTextureImageUnits = 0;
ctx->Const.MaxCombinedTextureImageUnits = 2;
- ctx->Const.MaxTextureImageUnits = 2;
+ ctx->Const.FragmentProgram.MaxTextureImageUnits = 2;
ctx->Const.FragmentProgram.MaxUniformComponents = 64;
+ ctx->Const.FragmentProgram.MaxInputComponents = 32;
ctx->Const.MaxDrawBuffers = 1;
+
+ /* Set up default shader compiler options. */
+ struct gl_shader_compiler_options options;
+ memset(&options, 0, sizeof(options));
+ options.MaxUnrollIterations = 32;
+ options.MaxIfDepth = UINT_MAX;
+
+ /* Default pragma settings */
+ options.DefaultPragmas.Optimize = true;
+
+ for (int sh = 0; sh < MESA_SHADER_TYPES; ++sh)
+ memcpy(&ctx->ShaderCompilerOptions[sh], &options, sizeof(options));
}