X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fglsl%2Fstandalone_scaffolding.cpp;h=67b0d0c822caee75939a6441a2eb6a8a442673e9;hb=c5be9c126d6ca9380cd381a5eb22554e4bb71a64;hp=f15f2d882debee728cfc1d99c9d96212017791ab;hpb=d5a10dba6464d6cc40b3abcd6b704fb087e1056c;p=mesa.git diff --git a/src/glsl/standalone_scaffolding.cpp b/src/glsl/standalone_scaffolding.cpp index f15f2d882de..67b0d0c822c 100644 --- a/src/glsl/standalone_scaffolding.cpp +++ b/src/glsl/standalone_scaffolding.cpp @@ -31,7 +31,25 @@ #include #include -#include "ralloc.h" +#include "util/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, @@ -42,7 +60,7 @@ _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr, } void -_mesa_shader_debug(struct gl_context *, GLenum, GLuint, +_mesa_shader_debug(struct gl_context *, GLenum, GLuint *id, const char *, int) { } @@ -58,12 +76,40 @@ _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type) 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)); @@ -72,13 +118,37 @@ 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_ES2_compatibility = 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_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.ARB_viewport_array = 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; @@ -87,14 +157,39 @@ void initialize_context_to_defaults(struct gl_context *ctx, gl_api api) 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.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512; + ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32; ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */ - ctx->Const.MaxVertexTextureImageUnits = 0; + ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0; ctx->Const.MaxCombinedTextureImageUnits = 2; - ctx->Const.MaxTextureImageUnits = 2; - ctx->Const.FragmentProgram.MaxUniformComponents = 64; + 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; + 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_STAGES; ++sh) + memcpy(&ctx->Const.ShaderCompilerOptions[sh], &options, sizeof(options)); }