g3dvl: Use sobel filter for chroma interpolation
[mesa/nouveau-pmpeg.git] / src / glsl / standalone_scaffolding.cpp
blob24cc64ad97b172a525726e471dce394428335508
1 /*
2 * Copyright © 2011 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
24 /* This file declares stripped-down versions of functions that
25 * normally exist outside of the glsl folder, so that they can be used
26 * when running the GLSL compiler standalone (for unit testing or
27 * compiling builtins).
30 #include "standalone_scaffolding.h"
32 #include <assert.h>
33 #include <string.h>
34 #include "ralloc.h"
36 void
37 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
38 struct gl_shader *sh)
40 (void) ctx;
41 *ptr = sh;
44 struct gl_shader *
45 _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
47 struct gl_shader *shader;
49 (void) ctx;
51 assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
52 shader = rzalloc(NULL, struct gl_shader);
53 if (shader) {
54 shader->Type = type;
55 shader->Name = name;
56 shader->RefCount = 1;
58 return shader;
61 void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
63 memset(ctx, 0, sizeof(*ctx));
65 ctx->API = api;
67 ctx->Extensions.dummy_false = false;
68 ctx->Extensions.dummy_true = true;
69 ctx->Extensions.ARB_ES2_compatibility = true;
70 ctx->Extensions.ARB_draw_instanced = true;
71 ctx->Extensions.ARB_fragment_coord_conventions = true;
72 ctx->Extensions.EXT_texture_array = true;
73 ctx->Extensions.NV_texture_rectangle = true;
74 ctx->Extensions.EXT_texture3D = true;
75 ctx->Extensions.OES_EGL_image_external = true;
77 ctx->Const.GLSLVersion = 120;
79 /* 1.20 minimums. */
80 ctx->Const.MaxLights = 8;
81 ctx->Const.MaxClipPlanes = 6;
82 ctx->Const.MaxTextureUnits = 2;
83 ctx->Const.MaxTextureCoordUnits = 2;
84 ctx->Const.VertexProgram.MaxAttribs = 16;
86 ctx->Const.VertexProgram.MaxUniformComponents = 512;
87 ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
88 ctx->Const.MaxVertexTextureImageUnits = 0;
89 ctx->Const.MaxCombinedTextureImageUnits = 2;
90 ctx->Const.MaxTextureImageUnits = 2;
91 ctx->Const.FragmentProgram.MaxUniformComponents = 64;
93 ctx->Const.MaxDrawBuffers = 1;