if (extensions->ARB_tessellation_shader)
add_builtin_define(parser, "GL_ARB_tessellation_shader", 1);
+
+ if (extensions->ARB_shader_subroutine)
+ add_builtin_define(parser, "GL_ARB_shader_subroutine", 1);
}
}
EXT(ARB_shader_precision, true, false, ARB_shader_precision),
EXT(ARB_shader_stencil_export, true, false, ARB_shader_stencil_export),
EXT(ARB_shader_storage_buffer_object, true, false, ARB_shader_storage_buffer_object),
+ EXT(ARB_shader_subroutine, true, false, ARB_shader_subroutine),
EXT(ARB_shader_texture_lod, true, false, ARB_shader_texture_lod),
EXT(ARB_shading_language_420pack, true, false, ARB_shading_language_420pack),
EXT(ARB_shading_language_packing, true, false, ARB_shading_language_packing),
bool ARB_shader_stencil_export_warn;
bool ARB_shader_storage_buffer_object_enable;
bool ARB_shader_storage_buffer_object_warn;
+ bool ARB_shader_subroutine_enable;
+ bool ARB_shader_subroutine_warn;
bool ARB_shader_texture_lod_enable;
bool ARB_shader_texture_lod_warn;
bool ARB_shading_language_420pack_enable;
ctx->Extensions.ARB_sample_shading = true;
ctx->Extensions.ARB_shader_bit_encoding = 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;