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mesa/cs: Add extension enable flags for ARB_compute_shader.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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6 changed files with 9 additions and 0 deletions
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@ -2123,6 +2123,9 @@ _glcpp_parser_handle_version_declaration(glcpp_parser_t *parser, intmax_t versio
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if (extensions->ARB_viewport_array)
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add_builtin_define(parser, "GL_ARB_viewport_array", 1);
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if (extensions->ARB_compute_shader)
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add_builtin_define(parser, "GL_ARB_compute_shader", 1);
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}
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}
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@ -519,6 +519,7 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
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EXT(ARB_sample_shading, true, false, ARB_sample_shading),
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EXT(AMD_shader_trinary_minmax, true, false, dummy_true),
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EXT(ARB_viewport_array, true, false, ARB_viewport_array),
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EXT(ARB_compute_shader, true, false, ARB_compute_shader),
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};
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#undef EXT
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@ -356,6 +356,8 @@ struct _mesa_glsl_parse_state {
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bool AMD_shader_trinary_minmax_warn;
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bool ARB_viewport_array_enable;
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bool ARB_viewport_array_warn;
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bool ARB_compute_shader_enable;
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bool ARB_compute_shader_warn;
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/*@}*/
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/** Extensions supported by the OpenGL implementation. */
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@ -91,6 +91,7 @@ void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
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ctx->Extensions.dummy_false = false;
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ctx->Extensions.dummy_true = true;
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ctx->Extensions.ARB_compute_shader = true;
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ctx->Extensions.ARB_conservative_depth = true;
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ctx->Extensions.ARB_draw_instanced = true;
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ctx->Extensions.ARB_ES2_compatibility = true;
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@ -85,6 +85,7 @@ static const struct extension extension_table[] = {
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{ "GL_ARB_blend_func_extended", o(ARB_blend_func_extended), GL, 2009 },
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{ "GL_ARB_clear_buffer_object", o(dummy_true), GL, 2012 },
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{ "GL_ARB_color_buffer_float", o(ARB_color_buffer_float), GL, 2004 },
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{ "GL_ARB_compute_shader", o(ARB_compute_shader), GL, 2012 },
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{ "GL_ARB_copy_buffer", o(dummy_true), GL, 2008 },
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{ "GL_ARB_conservative_depth", o(ARB_conservative_depth), GL, 2011 },
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{ "GL_ARB_debug_output", o(dummy_true), GL, 2009 },
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@ -3389,6 +3389,7 @@ struct gl_extensions
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GLboolean ARB_base_instance;
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GLboolean ARB_blend_func_extended;
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GLboolean ARB_color_buffer_float;
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GLboolean ARB_compute_shader;
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GLboolean ARB_conservative_depth;
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GLboolean ARB_depth_buffer_float;
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GLboolean ARB_depth_clamp;
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