state->loop_or_switch_nesting = NULL;
state->ARB_texture_rectangle_enable = true;
- _mesa_glsl_lexer_ctor(state, shader->Source);
- _mesa_glsl_parse(state);
- _mesa_glsl_lexer_dtor(state);
+ /* Create a new context for the preprocessor output. Ultimately, this
+ * should probably be the parser context, but there isn't one yet.
+ */
+ const char *source = shader->Source;
+ state->error = preprocess(shader, &source, &state->info_log);
+
+ if (!state->error) {
+ _mesa_glsl_lexer_ctor(state, source);
+ _mesa_glsl_parse(state);
+ _mesa_glsl_lexer_dtor(state);
+ }
shader->ir.make_empty();
if (!state->error && !state->translation_unit.is_empty())