ctx->Extensions.ARB_shader_bit_encoding = true;
ctx->Extensions.ARB_shader_draw_parameters = true;
ctx->Extensions.ARB_shader_stencil_export = true;
- ctx->Extensions.ARB_shader_subroutine = true;
ctx->Extensions.ARB_shader_texture_lod = true;
ctx->Extensions.ARB_shading_language_420pack = true;
ctx->Extensions.ARB_shading_language_packing = true;
* slightly differently when the extension is enabled.
*/
if (ctx->API == API_OPENGL_CORE) {
- ctx->Extensions.ARB_shader_subroutine = true;
ctx->Extensions.ARB_shader_viewport_layer_array = true;
ctx->Extensions.ARB_viewport_array = true;
ctx->Extensions.AMD_vertex_shader_viewport_index = true;
EXT(ARB_shader_precision , ARB_shader_precision , GLL, GLC, x , x , 2010)
EXT(ARB_shader_stencil_export , ARB_shader_stencil_export , GLL, GLC, x , x , 2009)
EXT(ARB_shader_storage_buffer_object , ARB_shader_storage_buffer_object , GLL, GLC, x , x , 2012)
-EXT(ARB_shader_subroutine , ARB_shader_subroutine , x , GLC, x , x , 2010)
+EXT(ARB_shader_subroutine , dummy_true , x , GLC, x , x , 2010)
EXT(ARB_shader_texture_image_samples , ARB_shader_texture_image_samples , GLL, GLC, x , x , 2014)
EXT(ARB_shader_texture_lod , ARB_shader_texture_lod , GLL, GLC, x , x , 2009)
EXT(ARB_shader_viewport_layer_array , ARB_shader_viewport_layer_array , x , GLC, x , x , 2015)
EXTRA_EXT(EXT_polygon_offset_clamp);
EXTRA_EXT(ARB_framebuffer_no_attachments);
EXTRA_EXT(ARB_tessellation_shader);
-EXTRA_EXT(ARB_shader_subroutine);
EXTRA_EXT(ARB_shader_storage_buffer_object);
EXTRA_EXT(ARB_indirect_parameters);
EXTRA_EXT(ATI_meminfo);
# Enums restricted to OpenGL Core profile
{ "apis": ["GL_CORE"], "params": [
# GL_ARB_shader_subroutine
- [ "MAX_SUBROUTINES", "CONST(MAX_SUBROUTINES), extra_ARB_shader_subroutine" ],
- [ "MAX_SUBROUTINE_UNIFORM_LOCATIONS", "CONST(MAX_SUBROUTINE_UNIFORM_LOCATIONS), extra_ARB_shader_subroutine" ],
+ [ "MAX_SUBROUTINES", "CONST(MAX_SUBROUTINES), NO_EXTRA" ],
+ [ "MAX_SUBROUTINE_UNIFORM_LOCATIONS", "CONST(MAX_SUBROUTINE_UNIFORM_LOCATIONS), NO_EXTRA" ],
# GL_ARB_indirect_parameters
[ "PARAMETER_BUFFER_BINDING_ARB", "LOC_CUSTOM, TYPE_INT, 0, extra_ARB_indirect_parameters" ],
GLboolean ARB_shader_precision;
GLboolean ARB_shader_stencil_export;
GLboolean ARB_shader_storage_buffer_object;
- GLboolean ARB_shader_subroutine;
GLboolean ARB_shader_texture_image_samples;
GLboolean ARB_shader_texture_lod;
GLboolean ARB_shader_viewport_layer_array;
GLenum resource_type;
gl_shader_stage stage;
- if (!_mesa_has_ARB_shader_subroutine(ctx)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
- return -1;
- }
-
if (!_mesa_validate_shader_target(ctx, shadertype)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
return -1;
GLenum resource_type;
gl_shader_stage stage;
- if (!_mesa_has_ARB_shader_subroutine(ctx)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
- return -1;
- }
-
if (!_mesa_validate_shader_target(ctx, shadertype)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
return -1;
GLenum resource_type;
int count, i, j;
- if (!_mesa_has_ARB_shader_subroutine(ctx)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
- return;
- }
-
if (!_mesa_validate_shader_target(ctx, shadertype)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
return;
GLenum resource_type;
gl_shader_stage stage;
- if (!_mesa_has_ARB_shader_subroutine(ctx)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
- return;
- }
-
if (!_mesa_validate_shader_target(ctx, shadertype)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
return;
GLenum resource_type;
gl_shader_stage stage;
- if (!_mesa_has_ARB_shader_subroutine(ctx)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
- return;
- }
-
if (!_mesa_validate_shader_target(ctx, shadertype)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
return;
gl_shader_stage stage;
int i;
- if (!_mesa_has_ARB_shader_subroutine(ctx)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
- return;
- }
-
if (!_mesa_validate_shader_target(ctx, shadertype)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
return;
const char *api_name = "glGetUniformSubroutineuiv";
gl_shader_stage stage;
- if (!_mesa_has_ARB_shader_subroutine(ctx)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
- return;
- }
-
if (!_mesa_validate_shader_target(ctx, shadertype)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
return;
struct gl_linked_shader *sh;
gl_shader_stage stage;
- if (!_mesa_has_ARB_shader_subroutine(ctx)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
- return;
- }
-
if (!_mesa_validate_shader_target(ctx, shadertype)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
return;
extensions->ARB_gpu_shader5 &&
extensions->ARB_gpu_shader_fp64 &&
extensions->ARB_sample_shading &&
- extensions->ARB_shader_subroutine &&
extensions->ARB_tessellation_shader &&
extensions->ARB_texture_buffer_object_rgb32 &&
extensions->ARB_texture_cube_map_array &&
extensions->OES_depth_texture_cube_map = GL_TRUE;
extensions->ARB_shading_language_420pack = GL_TRUE;
extensions->ARB_texture_query_levels = GL_TRUE;
- extensions->ARB_shader_subroutine = GL_TRUE;
if (!options->disable_shader_bit_encoding) {
extensions->ARB_shader_bit_encoding = GL_TRUE;