state->Const.MaxImageSamples);
}
- if (state->is_version(400, 0) ||
- state->ARB_tessellation_shader_enable) {
+ if (state->has_tessellation_shader()) {
add_const("gl_MaxTessControlImageUniforms",
state->Const.MaxTessControlImageUniforms);
add_const("gl_MaxTessEvaluationImageUniforms",
state->ARB_viewport_array_enable)
add_const("gl_MaxViewports", state->Const.MaxViewports);
- if (state->is_version(400, 0) ||
- state->ARB_tessellation_shader_enable) {
+ if (state->has_tessellation_shader()) {
add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
}
}
- if ($$.flags.i &&
- !state->ARB_tessellation_shader_enable &&
- !state->is_version(400, 0)) {
+ if ($$.flags.i && !state->has_tessellation_shader()) {
_mesa_glsl_error(& @1, state,
"primitive mode qualifier `%s' requires "
"GLSL 4.00 or ARB_tessellation_shader", $1);
}
}
- if ($$.flags.i &&
- !state->ARB_tessellation_shader_enable &&
- !state->is_version(400, 0)) {
+ if ($$.flags.i && !state->has_tessellation_shader()) {
_mesa_glsl_error(& @1, state,
"vertex spacing qualifier `%s' requires "
"GLSL 4.00 or ARB_tessellation_shader", $1);
$$.ordering = GL_CCW;
}
- if ($$.flags.i &&
- !state->ARB_tessellation_shader_enable &&
- !state->is_version(400, 0)) {
+ if ($$.flags.i && !state->has_tessellation_shader()) {
_mesa_glsl_error(& @1, state,
"ordering qualifier `%s' requires "
"GLSL 4.00 or ARB_tessellation_shader", $1);
$$.point_mode = true;
}
- if ($$.flags.i &&
- !state->ARB_tessellation_shader_enable &&
- !state->is_version(400, 0)) {
+ if ($$.flags.i && !state->has_tessellation_shader()) {
_mesa_glsl_error(& @1, state,
"qualifier `point_mode' requires "
"GLSL 4.00 or ARB_tessellation_shader");
if (match_layout_qualifier("vertices", $1, state) == 0) {
$$.flags.q.vertices = 1;
$$.vertices = new(ctx) ast_layout_expression(@1, $3);
- if (!state->ARB_tessellation_shader_enable &&
- !state->is_version(400, 0)) {
+ if (!state->has_tessellation_shader()) {
_mesa_glsl_error(& @1, state,
"vertices qualifier requires GLSL 4.00 or "
"ARB_tessellation_shader");