nir: Delete all traces of nir_op_flog
[mesa.git] / src / glsl / glcpp / glcpp-parse.y
index 9b1a4f40112bb469d67ac4a5356a2268d276f157..a11b6b2c7c8b81f2ae62f5d005651aac1884f020 100644 (file)
@@ -1463,7 +1463,7 @@ _arguments_parse (argument_list_t *arguments,
                else {
                        if (argument->head == NULL) {
                                /* Don't treat initial whitespace as
-                                * part of the arguement. */
+                                * part of the argument. */
                                if (node->token->type == SPACE)
                                        continue;
                        }
@@ -2375,6 +2375,7 @@ _glcpp_parser_handle_version_declaration(glcpp_parser_t *parser, intmax_t versio
        if (parser->is_gles) {
           add_builtin_define(parser, "GL_ES", 1);
            add_builtin_define(parser, "GL_EXT_separate_shader_objects", 1);
+           add_builtin_define(parser, "GL_EXT_draw_buffers", 1);
 
           if (extensions != NULL) {
              if (extensions->OES_EGL_image_external)
@@ -2444,6 +2445,12 @@ _glcpp_parser_handle_version_declaration(glcpp_parser_t *parser, intmax_t versio
              if (extensions->ARB_gpu_shader5)
                 add_builtin_define(parser, "GL_ARB_gpu_shader5", 1);
 
+              if (extensions->ARB_gpu_shader_fp64)
+                 add_builtin_define(parser, "GL_ARB_gpu_shader_fp64", 1);
+
+             if (extensions->ARB_vertex_attrib_64bit)
+                add_builtin_define(parser, "GL_ARB_vertex_attrib_64bit", 1);
+
              if (extensions->AMD_vertex_shader_layer)
                 add_builtin_define(parser, "GL_AMD_vertex_shader_layer", 1);
 
@@ -2473,6 +2480,9 @@ _glcpp_parser_handle_version_declaration(glcpp_parser_t *parser, intmax_t versio
 
               if (extensions->ARB_derivative_control)
                  add_builtin_define(parser, "GL_ARB_derivative_control", 1);
+
+              if (extensions->ARB_shader_precision)
+                 add_builtin_define(parser, "GL_ARB_shader_precision", 1);
           }
        }