Esempio n. 1
0
static void
initialize_mesa_context(struct gl_context *ctx, glslopt_target api)
{
	gl_api mesaAPI;
	switch(api)
	{
		default:
		case kGlslTargetOpenGL:
			mesaAPI = API_OPENGL_COMPAT;
			break;
		case kGlslTargetOpenGLES20:
			mesaAPI = API_OPENGLES2;
			break;
		case kGlslTargetOpenGLES30:
			mesaAPI = API_OPENGL_CORE;
			break;
		case kGlslTargetMetal:
			mesaAPI = API_OPENGL_CORE;
			break;
	}
	initialize_context_to_defaults (ctx, mesaAPI);

	switch(api)
	{
	default:
	case kGlslTargetOpenGL:
		ctx->Const.GLSLVersion = 150;
		break;
	case kGlslTargetOpenGLES20:
		ctx->Extensions.OES_standard_derivatives = true;
		ctx->Extensions.EXT_shadow_samplers = true;
		ctx->Extensions.EXT_frag_depth = true;
		ctx->Extensions.EXT_shader_framebuffer_fetch = true;
		break;
	case kGlslTargetOpenGLES30:
		ctx->Extensions.ARB_ES3_compatibility = true;
		ctx->Extensions.EXT_shader_framebuffer_fetch = true;
		break;
	case kGlslTargetMetal:
		ctx->Extensions.ARB_ES3_compatibility = true;
		ctx->Extensions.EXT_shader_framebuffer_fetch = true;
		break;
	}


   // allow high amount of texcoords
   ctx->Const.MaxTextureCoordUnits = 16;

   ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
   ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 16;

   // For GLES2.0 this would be 1, but we do support GL_EXT_draw_buffers
   ctx->Const.MaxDrawBuffers = 4;

   ctx->Driver.NewShader = _mesa_new_shader;
   ctx->Driver.DeleteShader = DeleteShader;
}
Esempio n. 2
0
static void
initialize_context(struct gl_context *ctx, gl_api api)
{
   initialize_context_to_defaults(ctx, api);
   ctx->Const.GLSLVersion = 130;
   ctx->Const.MaxClipPlanes = 8;
   ctx->Const.MaxDrawBuffers = 2;
   ctx->Const.MaxTextureCoordUnits = 4;
   ctx->Driver.NewShader = _mesa_new_shader;
}
void
common_builtin::SetUp()
{
   this->mem_ctx = ralloc_context(NULL);
   this->ir.make_empty();

   initialize_context_to_defaults(&this->ctx, API_OPENGL_COMPAT);

   this->shader = rzalloc(this->mem_ctx, gl_shader);
   this->shader->Type = this->shader_type;
   this->shader->Stage = _mesa_shader_enum_to_shader_stage(this->shader_type);

   this->state =
      new(mem_ctx) _mesa_glsl_parse_state(&this->ctx, this->shader->Stage,
                                          this->shader);

   _mesa_glsl_initialize_types(this->state);
   _mesa_glsl_initialize_variables(&this->ir, this->state);
}