In other words make sure the shader does this:
Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
glcpp_parser_copy_defines,
&di);
+ /* Print out '#include' to the glsl parser. We do this
+ * so that it can do the error checking require to
+ * make sure the ARB_shading_language_include
+ * extension is enabled.
+ */
+ _mesa_string_buffer_printf(parser->output, "#include\n");
+
/* Parse the include string before adding to the
* preprocessor output.
*/
^[ \t]*#[ \t]*$ ;
^[ \t]*#[ \t]*version { BEGIN PP; return VERSION_TOK; }
^[ \t]*#[ \t]*extension { BEGIN PP; return EXTENSION; }
+{HASH}include {
+ if (!yyextra->ARB_shading_language_include_enable) {
+ struct _mesa_glsl_parse_state *state = yyextra;
+ _mesa_glsl_error(yylloc, state,
+ "ARB_shading_language_include required "
+ "to use #include");
+ }
+}
{HASH}line{SPCP}{INT}{SPCP}{INT}{SPC}$ {
/* Eat characters until the first digit is
* encountered