}
struct gl_shader *
-_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage)
+_mesa_new_shader(GLuint name, gl_shader_stage stage)
{
struct gl_shader *shader;
- (void) ctx;
-
assert(stage == MESA_SHADER_FRAGMENT || stage == MESA_SHADER_VERTEX);
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
return shader;
}
+GLbitfield
+_mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
+{
+ return 0;
+}
+
+char *
+_mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
+{
+ return NULL;
+}
+
void
_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
{
ctx->Extensions.EXT_shader_integer_mix = true;
ctx->Extensions.EXT_texture_array = true;
+ ctx->Extensions.MESA_shader_integer_functions = true;
+
ctx->Extensions.NV_texture_rectangle = true;
ctx->Const.GLSLVersion = 120;