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authorKenneth Graunke <[email protected]>2013-06-07 22:04:23 -0700
committerKenneth Graunke <[email protected]>2013-06-10 10:54:56 -0700
commit603940d5bb69933543b41221ae5b4511fcde3eeb (patch)
tree4abc4b98a56eef6e378f11a93ce46ac5b50636fc /src
parente203919a4ede4edd519fc28cb69ec5f00d058bcd (diff)
glcpp: Automatically #define GL_core_profile 1 on GLSL 1.50+.
Page 17 of the GLSL 1.50.11 specification states: "There is a built-in macro definition for each profile the implementation supports. All implementations provide the following macro: Reviewed-by: Matt Turner <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/glsl/glcpp/glcpp-parse.y3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/glsl/glcpp/glcpp-parse.y b/src/glsl/glcpp/glcpp-parse.y
index 81ba04bcc0e..fe36c124d1c 100644
--- a/src/glsl/glcpp/glcpp-parse.y
+++ b/src/glsl/glcpp/glcpp-parse.y
@@ -2064,6 +2064,9 @@ _glcpp_parser_handle_version_declaration(glcpp_parser_t *parser, intmax_t versio
add_builtin_define (parser, "GL_ES", 1);
}
+ if (version >= 150)
+ add_builtin_define(parser, "GL_core_profile", 1);
+
/* Currently, all ES2/ES3 implementations support highp in the
* fragment shader, so we always define this macro in ES2/ES3.
* If we ever get a driver that doesn't support highp, we'll