glsl2: Fix standalone compiler to not crash horribly.
ir_to_mesa was updated for the _mesa_glsl_parse_state constructor changes, but main.cpp was not.
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@@ -68,10 +68,33 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct __GLcontextRec *ctx,
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this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
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} else {
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/* If there is no GL context (standalone compiler), fill in constants
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* with the minimum required values.
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*/
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static struct gl_extensions null_extensions;
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memset(&null_extensions, 0, sizeof(null_extensions));
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this->extensions = &null_extensions;
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/* 1.10 minimums. */
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this->Const.MaxLights = 8;
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this->Const.MaxClipPlanes = 8;
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this->Const.MaxTextureUnits = 2;
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/* More than the 1.10 minimum to appease parser tests taken from
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* apps that (hopefully) already checked the number of coords.
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*/
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this->Const.MaxTextureCoords = 4;
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this->Const.MaxVertexAttribs = 16;
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this->Const.MaxVertexUniformComponents = 512;
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this->Const.MaxVaryingFloats = 32;
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this->Const.MaxVertexTextureImageUnits = 0;
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this->Const.MaxCombinedTextureImageUnits = 2;
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this->Const.MaxTextureImageUnits = 2;
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this->Const.MaxFragmentUniformComponents = 64;
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this->Const.MaxDrawBuffers = 2;
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}
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}
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+4
-41
@@ -121,49 +121,12 @@ const struct option compiler_opts[] = {
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void
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compile_shader(struct gl_shader *shader)
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{
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struct _mesa_glsl_parse_state *state;
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struct gl_extensions ext;
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state = talloc_zero(talloc_parent(shader), struct _mesa_glsl_parse_state);
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switch (shader->Type) {
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case GL_VERTEX_SHADER: state->target = vertex_shader; break;
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case GL_FRAGMENT_SHADER: state->target = fragment_shader; break;
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case GL_GEOMETRY_SHADER: state->target = geometry_shader; break;
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}
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state->scanner = NULL;
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state->translation_unit.make_empty();
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state->symbols = new(shader) glsl_symbol_table;
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state->info_log = talloc_strdup(shader, "");
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state->error = false;
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state->loop_or_switch_nesting = NULL;
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state->ARB_texture_rectangle_enable = true;
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memset(&ext, 0, sizeof(ext));
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state->extensions = &ext;
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/* 1.10 minimums. */
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state->Const.MaxLights = 8;
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state->Const.MaxClipPlanes = 8;
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state->Const.MaxTextureUnits = 2;
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/* More than the 1.10 minimum to appease parser tests taken from
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* apps that (hopefully) already checked the number of coords.
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*/
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state->Const.MaxTextureCoords = 4;
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state->Const.MaxVertexAttribs = 16;
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state->Const.MaxVertexUniformComponents = 512;
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state->Const.MaxVaryingFloats = 32;
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state->Const.MaxVertexTextureImageUnits = 0;
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state->Const.MaxCombinedTextureImageUnits = 2;
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state->Const.MaxTextureImageUnits = 2;
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state->Const.MaxFragmentUniformComponents = 64;
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state->Const.MaxDrawBuffers = 2;
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struct _mesa_glsl_parse_state *state =
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new(shader) _mesa_glsl_parse_state(NULL, shader->Type, shader);
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const char *source = shader->Source;
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state->error = preprocess(state, &source, &state->info_log, &ext);
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state->error = preprocess(state, &source, &state->info_log,
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state->extensions);
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if (!state->error) {
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_mesa_glsl_lexer_ctor(state, source);
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