glsl: Move functions into standalone_scaffolding.cpp for later reuse.

This patch moves the following functions from main.cpp (the main cpp
file for the standalone executable that is used to create the built-in
functions) to standalone_scaffolding.cpp, so that they can be re-used
in other standalone executables:

- initialize_context()*
- _mesa_new_shader()
- _mesa_reference_shader()

*initialize_context contained some code that was specific to main.cpp,
so it was split into two functions: initialize_context() (which
remains in main.cpp), and initialize_context_from_defaults() (which is
in standalone_scaffolding.cpp).
This commit is contained in:
Paul Berry
2011-07-07 14:01:40 -07:00
parent 12c22cab77
commit f129f618fe
4 changed files with 150 additions and 58 deletions
+3 -57
View File
@@ -29,80 +29,26 @@
#include "ir_print_visitor.h"
#include "program.h"
#include "loop_analysis.h"
extern "C" struct gl_shader *
_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type);
extern "C" void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh);
/* Copied from shader_api.c for the stand-alone compiler.
*/
void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh)
{
*ptr = sh;
}
struct gl_shader *
_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
{
struct gl_shader *shader;
(void) ctx;
assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
shader->Type = type;
shader->Name = name;
shader->RefCount = 1;
}
return shader;
}
#include "standalone_scaffolding.h"
static void
initialize_context(struct gl_context *ctx, gl_api api)
{
memset(ctx, 0, sizeof(*ctx));
ctx->API = api;
ctx->Extensions.ARB_ES2_compatibility = GL_TRUE;
ctx->Extensions.ARB_draw_buffers = GL_TRUE;
ctx->Extensions.ARB_draw_instanced = GL_TRUE;
ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
ctx->Extensions.EXT_texture_array = GL_TRUE;
ctx->Extensions.NV_texture_rectangle = GL_TRUE;
ctx->Extensions.EXT_texture3D = GL_TRUE;
initialize_context_to_defaults(ctx, api);
/* GLSL 1.30 isn't fully supported, but we need to advertise 1.30 so that
* the built-in functions for 1.30 can be built.
*/
ctx->Const.GLSLVersion = 130;
/* 1.10 minimums. */
ctx->Const.MaxLights = 8;
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.MaxDrawBuffers = 2;
/* More than the 1.10 minimum to appease parser tests taken from
* apps that (hopefully) already checked the number of coords.
*/
ctx->Const.MaxTextureCoordUnits = 4;
ctx->Const.VertexProgram.MaxAttribs = 16;
ctx->Const.VertexProgram.MaxUniformComponents = 512;
ctx->Const.MaxVarying = 8;
ctx->Const.MaxVertexTextureImageUnits = 0;
ctx->Const.MaxCombinedTextureImageUnits = 2;
ctx->Const.MaxTextureImageUnits = 2;
ctx->Const.FragmentProgram.MaxUniformComponents = 64;
ctx->Const.MaxDrawBuffers = 2;
ctx->Driver.NewShader = _mesa_new_shader;
}