const bool stage_exists[MESA_SHADER_STAGES] = {
[MESA_SHADER_VERTEX] = true,
- [MESA_SHADER_TESS_CTRL] = false,
- [MESA_SHADER_TESS_EVAL] = false,
+ [MESA_SHADER_TESS_CTRL] = brw->gen >= 8,
+ [MESA_SHADER_TESS_EVAL] = brw->gen >= 8,
[MESA_SHADER_GEOMETRY] = brw->gen >= 6,
[MESA_SHADER_FRAGMENT] = true,
[MESA_SHADER_COMPUTE] = _mesa_extension_override_enables.ARB_compute_shader,
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents = 64;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 128;
+ ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxInputComponents = 128;
+ ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxOutputComponents = 128;
+ ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxInputComponents = 128;
+ ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxOutputComponents = 128;
}
/* We want the GLSL compiler to emit code that uses condition codes */