{
if (shader == PIPE_SHADER_VERTEX ||
shader == PIPE_SHADER_FRAGMENT ||
- shader == PIPE_SHADER_GEOMETRY)
+ shader == PIPE_SHADER_GEOMETRY
+ || shader == PIPE_SHADER_TESS_CTRL ||
+ shader == PIPE_SHADER_TESS_EVAL
+ )
return gallivm_get_shader_param(param);
- // Todo: tesselation, compute
+ // Todo: compute
return 0;
}