}
ctx->Const.GenerateTemporaryNames = true;
+ ctx->Const.MaxPatchVertices = 32;
+
ctx->Driver.NewShader = _mesa_new_shader;
}
{
const char *header =
- "usage: %s [options] <file.vert | file.geom | file.frag>\n"
+ "usage: %s [options] <file.vert | file.tesc | file.tese | file.geom | file.frag | file.comp>\n"
"\n"
"Possible options are:\n";
printf(header, name);
const char *const ext = & argv[optind][len - 5];
if (strncmp(".vert", ext, 5) == 0 || strncmp(".glsl", ext, 5) == 0)
shader->Type = GL_VERTEX_SHADER;
+ else if (strncmp(".tesc", ext, 5) == 0)
+ shader->Type = GL_TESS_CONTROL_SHADER;
+ else if (strncmp(".tese", ext, 5) == 0)
+ shader->Type = GL_TESS_EVALUATION_SHADER;
else if (strncmp(".geom", ext, 5) == 0)
shader->Type = GL_GEOMETRY_SHADER;
else if (strncmp(".frag", ext, 5) == 0)
ctx->Extensions.ARB_shader_texture_lod = true;
ctx->Extensions.ARB_shading_language_420pack = true;
ctx->Extensions.ARB_shading_language_packing = true;
+ ctx->Extensions.ARB_tessellation_shader = true;
ctx->Extensions.ARB_texture_cube_map_array = true;
ctx->Extensions.ARB_texture_gather = true;
ctx->Extensions.ARB_texture_multisample = true;
return MESA_SHADER_FRAGMENT;
case GL_GEOMETRY_SHADER:
return MESA_SHADER_GEOMETRY;
+ case GL_TESS_CONTROL_SHADER:
+ return MESA_SHADER_TESS_CTRL;
+ case GL_TESS_EVALUATION_SHADER:
+ return MESA_SHADER_TESS_EVAL;
case GL_COMPUTE_SHADER:
return MESA_SHADER_COMPUTE;
default: