pc = &c->Program[MESA_SHADER_GEOMETRY];
options = &c->ShaderCompilerOptions[MESA_SHADER_GEOMETRY];
break;
+ case PIPE_SHADER_TESS_CTRL:
+ pc = &c->Program[MESA_SHADER_TESS_CTRL];
+ options = &c->ShaderCompilerOptions[MESA_SHADER_TESS_CTRL];
+ break;
+ case PIPE_SHADER_TESS_EVAL:
+ pc = &c->Program[MESA_SHADER_TESS_EVAL];
+ options = &c->ShaderCompilerOptions[MESA_SHADER_TESS_EVAL];
+ break;
default:
/* compute shader, etc. */
continue;
c->MaxCombinedTextureImageUnits =
_min(c->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits +
+ c->Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits +
+ c->Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits +
c->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits +
c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
MAX_COMBINED_TEXTURE_IMAGE_UNITS);
c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
c->MaxGeometryOutputVertices = screen->get_param(screen, PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES);
c->MaxGeometryTotalOutputComponents = screen->get_param(screen, PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS);
+ c->MaxTessPatchComponents =
+ MAX2(screen->get_param(screen, PIPE_CAP_MAX_SHADER_PATCH_VARYINGS),
+ MAX_VARYING) * 4;
c->MinProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
c->MaxProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);
screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);
c->MaxCombinedUniformBlocks = c->MaxUniformBufferBindings =
c->Program[MESA_SHADER_VERTEX].MaxUniformBlocks +
+ c->Program[MESA_SHADER_TESS_CTRL].MaxUniformBlocks +
+ c->Program[MESA_SHADER_TESS_EVAL].MaxUniformBlocks +
c->Program[MESA_SHADER_GEOMETRY].MaxUniformBlocks +
c->Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks;
assert(c->MaxCombinedUniformBlocks <= MAX_COMBINED_UNIFORM_BUFFERS);