+ /* Layout qualifiers for tessellation evaluation shaders. */
+ if (!$$.flags.i) {
+ struct {
+ const char *s;
+ GLenum e;
+ } map[] = {
+ /* triangles already parsed by gs-specific code */
+ { "quads", GL_QUADS },
+ { "isolines", GL_ISOLINES },
+ };
+ for (unsigned i = 0; i < ARRAY_SIZE(map); i++) {
+ if (match_layout_qualifier($1, map[i].s, state) == 0) {
+ $$.flags.q.prim_type = 1;
+ $$.prim_type = map[i].e;
+ break;
+ }
+ }
+
+ if ($$.flags.i &&
+ !state->ARB_tessellation_shader_enable &&
+ !state->is_version(400, 0)) {
+ _mesa_glsl_error(& @1, state,
+ "primitive mode qualifier `%s' requires "
+ "GLSL 4.00 or ARB_tessellation_shader", $1);
+ }
+ }
+ if (!$$.flags.i) {
+ struct {
+ const char *s;
+ GLenum e;
+ } map[] = {
+ { "equal_spacing", GL_EQUAL },
+ { "fractional_odd_spacing", GL_FRACTIONAL_ODD },
+ { "fractional_even_spacing", GL_FRACTIONAL_EVEN },
+ };
+ for (unsigned i = 0; i < ARRAY_SIZE(map); i++) {
+ if (match_layout_qualifier($1, map[i].s, state) == 0) {
+ $$.flags.q.vertex_spacing = 1;
+ $$.vertex_spacing = map[i].e;
+ break;
+ }
+ }
+
+ if ($$.flags.i &&
+ !state->ARB_tessellation_shader_enable &&
+ !state->is_version(400, 0)) {
+ _mesa_glsl_error(& @1, state,
+ "vertex spacing qualifier `%s' requires "
+ "GLSL 4.00 or ARB_tessellation_shader", $1);
+ }
+ }
+ if (!$$.flags.i) {
+ if (match_layout_qualifier($1, "cw", state) == 0) {
+ $$.flags.q.ordering = 1;
+ $$.ordering = GL_CW;
+ } else if (match_layout_qualifier($1, "ccw", state) == 0) {
+ $$.flags.q.ordering = 1;
+ $$.ordering = GL_CCW;
+ }
+
+ if ($$.flags.i &&
+ !state->ARB_tessellation_shader_enable &&
+ !state->is_version(400, 0)) {
+ _mesa_glsl_error(& @1, state,
+ "ordering qualifier `%s' requires "
+ "GLSL 4.00 or ARB_tessellation_shader", $1);
+ }
+ }
+ if (!$$.flags.i) {
+ if (match_layout_qualifier($1, "point_mode", state) == 0) {
+ $$.flags.q.point_mode = 1;
+ $$.point_mode = true;
+ }
+
+ if ($$.flags.i &&
+ !state->ARB_tessellation_shader_enable &&
+ !state->is_version(400, 0)) {
+ _mesa_glsl_error(& @1, state,
+ "qualifier `point_mode' requires "
+ "GLSL 4.00 or ARB_tessellation_shader");
+ }
+ }
+