ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
#endif
-#if FEATURE_ARB_vertex_shader
ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxVarying = MAX_VARYING;
-#endif
#if FEATURE_ARB_geometry_shader4
ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
#if FEATURE_ARB_vertex_program
ctx->Extensions.ARB_vertex_program = GL_TRUE;
#endif
-#if FEATURE_ARB_vertex_shader
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
-#endif
#if FEATURE_ARB_sync
ctx->Extensions.ARB_sync = GL_TRUE;
#endif
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
#endif
ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
-#if FEATURE_ARB_vertex_shader
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
-#endif
}
#define FEATURE_ARB_fragment_program 1
#define FEATURE_ARB_vertex_program 1
-#define FEATURE_ARB_vertex_shader 1
#define FEATURE_ARB_fragment_shader 1
-#define FEATURE_ARB_shader_objects (FEATURE_ARB_vertex_shader || FEATURE_ARB_fragment_shader)
+#define FEATURE_ARB_shader_objects FEATURE_ARB_fragment_shader
#define FEATURE_ARB_shading_language_100 FEATURE_ARB_shader_objects
#define FEATURE_ARB_geometry_shader4 FEATURE_ARB_shader_objects
case GL_FRAGMENT_SHADER:
return ctx->Extensions.ARB_fragment_shader;
#endif
-#if FEATURE_ARB_vertex_shader
case GL_VERTEX_SHADER:
return ctx->Extensions.ARB_vertex_shader;
-#endif
#if FEATURE_ARB_geometry_shader4
case GL_GEOMETRY_SHADER_ARB:
return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_geometry_shader4;
struct gl_shader_program **target;
switch (type) {
-#if FEATURE_ARB_vertex_shader
case GL_VERTEX_SHADER:
target = &ctx->Shader.CurrentVertexProgram;
if ((shProg == NULL)
shProg = NULL;
}
break;
-#endif
#if FEATURE_ARB_geometry_shader4
case GL_GEOMETRY_SHADER_ARB:
target = &ctx->Shader.CurrentGeometryProgram;
* semantics of glDeleteProgram are maintained.
*/
switch (type) {
-#if FEATURE_ARB_vertex_shader
case GL_VERTEX_SHADER:
/* Empty for now. */
break;
-#endif
#if FEATURE_ARB_geometry_shader4
case GL_GEOMETRY_SHADER_ARB:
/* Empty for now. */
SET_IsProgram(exec, _mesa_IsProgram);
SET_IsShader(exec, _mesa_IsShader);
-#if FEATURE_ARB_vertex_shader
+ /* GL_ARB_vertex_shader */
SET_BindAttribLocationARB(exec, _mesa_BindAttribLocationARB);
SET_GetActiveAttribARB(exec, _mesa_GetActiveAttribARB);
SET_GetAttribLocationARB(exec, _mesa_GetAttribLocationARB);
-#endif
#if FEATURE_ARB_geometry_shader4
SET_ProgramParameteriARB(exec, _mesa_ProgramParameteriARB);