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authorFabian Bieler <[email protected]>2014-03-20 22:34:42 +0100
committerMarek Olšák <[email protected]>2015-07-23 00:59:27 +0200
commit0cfac917554aeb46bd78ba5b5f5ee1c8ed1d68bc (patch)
tree3c3338e418790ec29ec74f22544625da0e454d71 /src/glsl
parentc53aa26379ccee9d53fe1d1ea9bfa26d4d469618 (diff)
glsl: make stand-alone compiler work with tessellation shaders.
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/main.cpp8
-rw-r--r--src/glsl/standalone_scaffolding.cpp1
-rw-r--r--src/glsl/standalone_scaffolding.h4
3 files changed, 12 insertions, 1 deletions
diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index 23412980dce..df93a013ede 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -204,6 +204,8 @@ initialize_context(struct gl_context *ctx, gl_api api)
}
ctx->Const.GenerateTemporaryNames = true;
+ ctx->Const.MaxPatchVertices = 32;
+
ctx->Driver.NewShader = _mesa_new_shader;
}
@@ -273,7 +275,7 @@ usage_fail(const char *name)
{
const char *header =
- "usage: %s [options] <file.vert | file.geom | file.frag>\n"
+ "usage: %s [options] <file.vert | file.tesc | file.tese | file.geom | file.frag | file.comp>\n"
"\n"
"Possible options are:\n";
printf(header, name);
@@ -373,6 +375,10 @@ main(int argc, char **argv)
const char *const ext = & argv[optind][len - 5];
if (strncmp(".vert", ext, 5) == 0 || strncmp(".glsl", ext, 5) == 0)
shader->Type = GL_VERTEX_SHADER;
+ else if (strncmp(".tesc", ext, 5) == 0)
+ shader->Type = GL_TESS_CONTROL_SHADER;
+ else if (strncmp(".tese", ext, 5) == 0)
+ shader->Type = GL_TESS_EVALUATION_SHADER;
else if (strncmp(".geom", ext, 5) == 0)
shader->Type = GL_GEOMETRY_SHADER;
else if (strncmp(".frag", ext, 5) == 0)
diff --git a/src/glsl/standalone_scaffolding.cpp b/src/glsl/standalone_scaffolding.cpp
index 172c6f41570..057ca6ee8a7 100644
--- a/src/glsl/standalone_scaffolding.cpp
+++ b/src/glsl/standalone_scaffolding.cpp
@@ -136,6 +136,7 @@ void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
ctx->Extensions.ARB_shader_texture_lod = true;
ctx->Extensions.ARB_shading_language_420pack = true;
ctx->Extensions.ARB_shading_language_packing = true;
+ ctx->Extensions.ARB_tessellation_shader = true;
ctx->Extensions.ARB_texture_cube_map_array = true;
ctx->Extensions.ARB_texture_gather = true;
ctx->Extensions.ARB_texture_multisample = true;
diff --git a/src/glsl/standalone_scaffolding.h b/src/glsl/standalone_scaffolding.h
index 895dd2782fb..dc6fb640f15 100644
--- a/src/glsl/standalone_scaffolding.h
+++ b/src/glsl/standalone_scaffolding.h
@@ -61,6 +61,10 @@ _mesa_shader_enum_to_shader_stage(GLenum v)
return MESA_SHADER_FRAGMENT;
case GL_GEOMETRY_SHADER:
return MESA_SHADER_GEOMETRY;
+ case GL_TESS_CONTROL_SHADER:
+ return MESA_SHADER_TESS_CTRL;
+ case GL_TESS_EVALUATION_SHADER:
+ return MESA_SHADER_TESS_EVAL;
case GL_COMPUTE_SHADER:
return MESA_SHADER_COMPUTE;
default: