glsl: make stand-alone compiler work with tessellation shaders.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -204,6 +204,8 @@ initialize_context(struct gl_context *ctx, gl_api api)
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}
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ctx->Const.GenerateTemporaryNames = true;
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ctx->Const.MaxPatchVertices = 32;
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ctx->Driver.NewShader = _mesa_new_shader;
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}
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@ -273,7 +275,7 @@ usage_fail(const char *name)
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{
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const char *header =
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"usage: %s [options] <file.vert | file.geom | file.frag>\n"
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"usage: %s [options] <file.vert | file.tesc | file.tese | file.geom | file.frag | file.comp>\n"
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"\n"
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"Possible options are:\n";
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printf(header, name);
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@ -373,6 +375,10 @@ main(int argc, char **argv)
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const char *const ext = & argv[optind][len - 5];
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if (strncmp(".vert", ext, 5) == 0 || strncmp(".glsl", ext, 5) == 0)
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shader->Type = GL_VERTEX_SHADER;
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else if (strncmp(".tesc", ext, 5) == 0)
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shader->Type = GL_TESS_CONTROL_SHADER;
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else if (strncmp(".tese", ext, 5) == 0)
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shader->Type = GL_TESS_EVALUATION_SHADER;
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else if (strncmp(".geom", ext, 5) == 0)
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shader->Type = GL_GEOMETRY_SHADER;
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else if (strncmp(".frag", ext, 5) == 0)
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@ -136,6 +136,7 @@ void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
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ctx->Extensions.ARB_shader_texture_lod = true;
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ctx->Extensions.ARB_shading_language_420pack = true;
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ctx->Extensions.ARB_shading_language_packing = true;
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ctx->Extensions.ARB_tessellation_shader = true;
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ctx->Extensions.ARB_texture_cube_map_array = true;
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ctx->Extensions.ARB_texture_gather = true;
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ctx->Extensions.ARB_texture_multisample = true;
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@ -61,6 +61,10 @@ _mesa_shader_enum_to_shader_stage(GLenum v)
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return MESA_SHADER_FRAGMENT;
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case GL_GEOMETRY_SHADER:
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return MESA_SHADER_GEOMETRY;
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case GL_TESS_CONTROL_SHADER:
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return MESA_SHADER_TESS_CTRL;
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case GL_TESS_EVALUATION_SHADER:
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return MESA_SHADER_TESS_EVAL;
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case GL_COMPUTE_SHADER:
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return MESA_SHADER_COMPUTE;
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default:
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