#if defined(DEBUG)
if (MESA_VERBOSE != 0) {
- _mesa_debug(ctx, "Mesa " PACKAGE_VERSION " DEBUG build"
-#ifdef MESA_GIT_SHA1
- " (" MESA_GIT_SHA1 ")"
-#endif
- "\n");
+ _mesa_debug(ctx, "Mesa " PACKAGE_VERSION " DEBUG build" MESA_GIT_SHA1 "\n");
}
#endif
}
consts->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
consts->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
consts->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
-
- /* Shading language version */
- consts->GLSLVersion = 120;
- _mesa_override_glsl_version(consts);
+ consts->MaxGeometryShaderInvocations = MAX_GEOMETRY_SHADER_INVOCATIONS;
#ifdef DEBUG
consts->GenerateTemporaryNames = true;
/** GL_NV_conservative_raster_dilate */
consts->ConservativeRasterDilateRange[0] = 0.0;
- consts->ConservativeRasterDilateRange[0] = 0.0;
+ consts->ConservativeRasterDilateRange[1] = 0.0;
consts->ConservativeRasterDilateGranularity = 0.0;
}
_mesa_flush(curCtx);
}
- /* We used to call _glapi_check_multithread() here. Now do it in drivers */
+ /* Call this periodically to detect when the user has begun using
+ * GL rendering from multiple threads.
+ */
+ _glapi_check_multithread();
if (!newCtx) {
_glapi_set_dispatch(NULL); /* none current */