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.
This commit is contained in:
Brian Paul 2005-04-01 01:41:54 +00:00
parent 26772ac988
commit fe1230f1c8
2 changed files with 7 additions and 3 deletions

View File

@ -297,6 +297,10 @@
#define FEATURE_ARB_shader_objects (FEATURE_ARB_vertex_shader || FEATURE_ARB_fragment_shader)
#define FEATURE_ATI_fragment_shader _HAVE_FULL_GL
#define FEATURE_EXT_framebuffer_object _HAVE_FULL_GL
#ifndef FEATURE_shading_language
#define FEATURE_shading_language 0
#endif
/*@}*/

View File

@ -130,7 +130,7 @@ _mesa_DetachObjectARB (GLhandleARB containerObj, GLhandleARB attachedObj)
GLhandleARB GLAPIENTRY
_mesa_CreateShaderObjectARB (GLenum shaderType)
{
#if 0
#if FEATURE_shading_language
return _mesa_3dlabs_create_shader_object (shaderType);
#endif
}
@ -235,7 +235,7 @@ _mesa_CompileShaderARB (GLhandleARB shaderObj)
GLhandleARB GLAPIENTRY
_mesa_CreateProgramObjectARB (void)
{
#if 0
#if FEATURE_shading_language
return _mesa_3dlabs_create_program_object ();
#endif
}
@ -1181,7 +1181,7 @@ _mesa_init_shaderobjects (GLcontext *ctx)
{
ctx->ShaderObjects.current_program = NULL;
#if 0 /* disable for now */
#if FEATURE_shading_language
_mesa_init_shaderobjects_3dlabs (ctx);
#endif
}