* FINISHME: vertex shaders?
*/
ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitCondCodes = GL_TRUE;
- ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT].EmitNoIfs = GL_TRUE;
- ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT].EmitNoNoise = GL_TRUE;
- ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT].EmitNoPow = GL_TRUE;
+
+ struct gl_shader_compiler_options *const fs_options =
+ & ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
+ fs_options->EmitNoIfs = GL_TRUE;
+ fs_options->EmitNoNoise = GL_TRUE;
+ fs_options->EmitNoPow = GL_TRUE;
+ fs_options->EmitNoMainReturn = GL_TRUE;
+ fs_options->EmitNoIndirectInput = GL_TRUE;
+ fs_options->EmitNoIndirectOutput = GL_TRUE;
+ fs_options->EmitNoIndirectUniform = GL_TRUE;
+ fs_options->EmitNoIndirectTemp = GL_TRUE;
ctx->Const.MaxDrawBuffers = 1;