}
void
-_mesa_shader_debug(struct gl_context *, GLenum, GLuint,
+_mesa_shader_debug(struct gl_context *, GLenum, GLuint *id,
const char *, int)
{
}
ctx->Extensions.ARB_shading_language_packing = true;
ctx->Extensions.OES_standard_derivatives = true;
ctx->Extensions.ARB_texture_cube_map_array = true;
+ ctx->Extensions.ARB_texture_multisample = true;
+ ctx->Extensions.ARB_texture_query_lod = true;
+ ctx->Extensions.ARB_gpu_shader5 = true;
ctx->Const.GLSLVersion = 120;
ctx->Const.VertexProgram.MaxUniformComponents = 512;
ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
- ctx->Const.MaxVertexTextureImageUnits = 0;
+ ctx->Const.VertexProgram.MaxTextureImageUnits = 0;
ctx->Const.MaxCombinedTextureImageUnits = 2;
- ctx->Const.MaxTextureImageUnits = 2;
+ ctx->Const.FragmentProgram.MaxTextureImageUnits = 2;
ctx->Const.FragmentProgram.MaxUniformComponents = 64;
ctx->Const.MaxDrawBuffers = 1;
+
+ /* Set up default shader compiler options. */
+ struct gl_shader_compiler_options options;
+ memset(&options, 0, sizeof(options));
+ options.MaxUnrollIterations = 32;
+ options.MaxIfDepth = UINT_MAX;
+
+ /* Default pragma settings */
+ options.DefaultPragmas.Optimize = true;
+
+ for (int sh = 0; sh < MESA_SHADER_TYPES; ++sh)
+ memcpy(&ctx->ShaderCompilerOptions[sh], &options, sizeof(options));
}