From aa9f86ae8b3bb2172092ff9b50751677c509e6b4 Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Thu, 22 Jul 2010 16:20:36 -0700 Subject: [PATCH] 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. --- src/glsl/glsl_parser_extras.cpp | 23 +++++++++++++++++++++ src/glsl/main.cpp | 45 ++++------------------------------------- 2 files changed, 27 insertions(+), 41 deletions(-) diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp index bcf2579..009aabc 100644 --- a/src/glsl/glsl_parser_extras.cpp +++ b/src/glsl/glsl_parser_extras.cpp @@ -68,10 +68,33 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct __GLcontextRec *ctx, 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; } } diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp index 2ecf57f..5c0f647 100644 --- a/src/glsl/main.cpp +++ b/src/glsl/main.cpp @@ -121,49 +121,12 @@ const struct option compiler_opts[] = { 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); -- 2.7.4