[Mesa-dev] [PATCH 27/46] glsl: make stand-alone compiler work with tessellation shaders.

Marek Olšák maraeo at gmail.com
Tue Jun 16 16:01:23 PDT 2015


From: Fabian Bieler <fabianbieler at fastmail.fm>

---
 src/glsl/main.cpp                   | 8 +++++++-
 src/glsl/standalone_scaffolding.cpp | 1 +
 src/glsl/standalone_scaffolding.h   | 4 ++++
 3 files changed, 12 insertions(+), 1 deletion(-)

diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index 2341298..df93a01 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 00db61e..1153b90 100644
--- a/src/glsl/standalone_scaffolding.cpp
+++ b/src/glsl/standalone_scaffolding.cpp
@@ -135,6 +135,7 @@ 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 895dd27..dc6fb64 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:
-- 
2.1.0



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