#include "shaderobj.h"
#include "shaderimage.h"
#include "util/simple_list.h"
+#include "util/strtod.h"
#include "state.h"
#include "stencil.h"
#include "texcompress_s3tc.h"
mtx_t OneTimeLock = _MTX_INITIALIZER_NP;
+/**
+ * Calls all the various one-time-fini functions in Mesa
+ */
+
+static void
+one_time_fini(void)
+{
+ _mesa_destroy_shader_compiler();
+ _mesa_locale_fini();
+}
/**
* Calls all the various one-time-init functions in Mesa.
if (!api_init_mask) {
GLuint i;
- /* do some implementation tests */
- assert( sizeof(GLbyte) == 1 );
- assert( sizeof(GLubyte) == 1 );
- assert( sizeof(GLshort) == 2 );
- assert( sizeof(GLushort) == 2 );
- assert( sizeof(GLint) == 4 );
- assert( sizeof(GLuint) == 4 );
+ STATIC_ASSERT(sizeof(GLbyte) == 1);
+ STATIC_ASSERT(sizeof(GLubyte) == 1);
+ STATIC_ASSERT(sizeof(GLshort) == 2);
+ STATIC_ASSERT(sizeof(GLushort) == 2);
+ STATIC_ASSERT(sizeof(GLint) == 4);
+ STATIC_ASSERT(sizeof(GLuint) == 4);
+
+ _mesa_locale_init();
_mesa_one_time_init_extension_overrides();
_mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
}
- atexit(_mesa_destroy_shader_compiler);
+ atexit(one_time_fini);
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
if (MESA_VERBOSE != 0) {
prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
prog->MaxOutputComponents = 0; /* value not used */
break;
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
prog->MaxAtomicBuffers = 0;
prog->MaxAtomicCounters = 0;
+
+ prog->MaxShaderStorageBlocks = 8;
}
consts->MaxUniformBlockSize = 16384;
consts->UniformBufferOffsetAlignment = 1;
+ /** GL_ARB_shader_storage_buffer_object */
+ consts->MaxCombinedShaderStorageBlocks = 8;
+ consts->MaxShaderStorageBufferBindings = 8;
+ consts->MaxShaderStorageBlockSize = 128 * 1024 * 1024; /* 2^27 */
+ consts->ShaderStorageBufferOffsetAlignment = 256;
+
/* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
consts->MaxUserAssignableUniformLocations =
4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
/** GL_KHR_context_flush_control */
consts->ContextReleaseBehavior = GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH;
+
+ /** GL_ARB_tessellation_shader */
+ consts->MaxTessGenLevel = MAX_TESS_GEN_LEVEL;
+ consts->MaxPatchVertices = MAX_PATCH_VERTICES;
+ consts->Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
+ consts->Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
+ consts->MaxTessPatchComponents = MAX_TESS_PATCH_COMPONENTS;
+ consts->MaxTessControlTotalOutputComponents = MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS;
}
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
+ _mesa_reference_tesscprog(ctx, &ctx->TessCtrlProgram._Current, NULL);
+ _mesa_reference_tesseprog(ctx, &ctx->TessEvalProgram._Current, NULL);
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);