Use FEATURE_shading_language to control whether the shading language
compiler is hooked in. May be enabled on compiler command line by setting -DFEATURE_shading_lanuage=1.
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@ -297,6 +297,10 @@
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#define FEATURE_ARB_shader_objects (FEATURE_ARB_vertex_shader || FEATURE_ARB_fragment_shader)
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#define FEATURE_ATI_fragment_shader _HAVE_FULL_GL
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#define FEATURE_EXT_framebuffer_object _HAVE_FULL_GL
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#ifndef FEATURE_shading_language
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#define FEATURE_shading_language 0
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#endif
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/*@}*/
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@ -130,7 +130,7 @@ _mesa_DetachObjectARB (GLhandleARB containerObj, GLhandleARB attachedObj)
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GLhandleARB GLAPIENTRY
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_mesa_CreateShaderObjectARB (GLenum shaderType)
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{
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#if 0
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#if FEATURE_shading_language
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return _mesa_3dlabs_create_shader_object (shaderType);
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#endif
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}
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@ -235,7 +235,7 @@ _mesa_CompileShaderARB (GLhandleARB shaderObj)
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GLhandleARB GLAPIENTRY
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_mesa_CreateProgramObjectARB (void)
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{
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#if 0
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#if FEATURE_shading_language
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return _mesa_3dlabs_create_program_object ();
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#endif
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}
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@ -1181,7 +1181,7 @@ _mesa_init_shaderobjects (GLcontext *ctx)
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{
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ctx->ShaderObjects.current_program = NULL;
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#if 0 /* disable for now */
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#if FEATURE_shading_language
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_mesa_init_shaderobjects_3dlabs (ctx);
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#endif
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}
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