/* True if geometry shaders (of the form that was adopted into GLSL 1.50
* and GL 3.2) are available in this context
*/
- const bool has_core_gs = _mesa_has_geometry_shaders(ctx);
+ const bool has_gs = _mesa_has_geometry_shaders(ctx);
const bool has_tess = _mesa_has_tessellation(ctx);
/* Are uniform buffer objects available in this context?
*params = shProg->TransformFeedback.BufferMode;
return;
case GL_GEOMETRY_VERTICES_OUT:
- if (!has_core_gs)
+ if (!has_gs)
break;
if (check_gs_query(ctx, shProg)) {
*params = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->
}
return;
case GL_GEOMETRY_SHADER_INVOCATIONS:
- if (!has_core_gs || !ctx->Extensions.ARB_gpu_shader5)
+ if (!has_gs || !ctx->Extensions.ARB_gpu_shader5)
break;
if (check_gs_query(ctx, shProg)) {
*params = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->
}
return;
case GL_GEOMETRY_INPUT_TYPE:
- if (!has_core_gs)
+ if (!has_gs)
break;
if (check_gs_query(ctx, shProg)) {
*params = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->
}
return;
case GL_GEOMETRY_OUTPUT_TYPE:
- if (!has_core_gs)
+ if (!has_gs)
break;
if (check_gs_query(ctx, shProg)) {
*params = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->