this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
} else {
+ /* If there is no GL context (standalone compiler), fill in constants
+ * with the minimum required values.
+ */
static struct gl_extensions null_extensions;
memset(&null_extensions, 0, sizeof(null_extensions));
this->extensions = &null_extensions;
+
+ /* 1.10 minimums. */
+ this->Const.MaxLights = 8;
+ this->Const.MaxClipPlanes = 8;
+ this->Const.MaxTextureUnits = 2;
+
+ /* More than the 1.10 minimum to appease parser tests taken from
+ * apps that (hopefully) already checked the number of coords.
+ */
+ this->Const.MaxTextureCoords = 4;
+
+ this->Const.MaxVertexAttribs = 16;
+ this->Const.MaxVertexUniformComponents = 512;
+ this->Const.MaxVaryingFloats = 32;
+ this->Const.MaxVertexTextureImageUnits = 0;
+ this->Const.MaxCombinedTextureImageUnits = 2;
+ this->Const.MaxTextureImageUnits = 2;
+ this->Const.MaxFragmentUniformComponents = 64;
+
+ this->Const.MaxDrawBuffers = 2;
}
}
void
compile_shader(struct gl_shader *shader)
{
- struct _mesa_glsl_parse_state *state;
- struct gl_extensions ext;
-
- state = talloc_zero(talloc_parent(shader), struct _mesa_glsl_parse_state);
-
- switch (shader->Type) {
- case GL_VERTEX_SHADER: state->target = vertex_shader; break;
- case GL_FRAGMENT_SHADER: state->target = fragment_shader; break;
- case GL_GEOMETRY_SHADER: state->target = geometry_shader; break;
- }
-
- state->scanner = NULL;
- state->translation_unit.make_empty();
- state->symbols = new(shader) glsl_symbol_table;
- state->info_log = talloc_strdup(shader, "");
- state->error = false;
- state->loop_or_switch_nesting = NULL;
- state->ARB_texture_rectangle_enable = true;
-
- memset(&ext, 0, sizeof(ext));
- state->extensions = &ext;
- /* 1.10 minimums. */
- state->Const.MaxLights = 8;
- state->Const.MaxClipPlanes = 8;
- state->Const.MaxTextureUnits = 2;
-
- /* More than the 1.10 minimum to appease parser tests taken from
- * apps that (hopefully) already checked the number of coords.
- */
- state->Const.MaxTextureCoords = 4;
-
- state->Const.MaxVertexAttribs = 16;
- state->Const.MaxVertexUniformComponents = 512;
- state->Const.MaxVaryingFloats = 32;
- state->Const.MaxVertexTextureImageUnits = 0;
- state->Const.MaxCombinedTextureImageUnits = 2;
- state->Const.MaxTextureImageUnits = 2;
- state->Const.MaxFragmentUniformComponents = 64;
-
- state->Const.MaxDrawBuffers = 2;
+ struct _mesa_glsl_parse_state *state =
+ new(shader) _mesa_glsl_parse_state(NULL, shader->Type, shader);
const char *source = shader->Source;
- state->error = preprocess(state, &source, &state->info_log, &ext);
+ state->error = preprocess(state, &source, &state->info_log,
+ state->extensions);
if (!state->error) {
_mesa_glsl_lexer_ctor(state, source);