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mesa: expose ARB_tessellation_shader in the compatibility profile

Gallium drivers don't expose this yet due to:
    "st/mesa: use PIPE_CAP_GLSL_FEATURE_LEVEL_COMPATIBILITY"

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
tags/18.2-branchpoint
Marek Olšák 7 years ago
parent
commit
858ac8942d

+ 2
- 1
src/mesa/drivers/dri/i965/intel_extensions.c View File

@@ -236,7 +236,8 @@ intelInitExtensions(struct gl_context *ctx)
ctx->Extensions.ARB_shader_image_size = true;
ctx->Extensions.ARB_shader_precision = true;
ctx->Extensions.ARB_shader_texture_image_samples = true;
ctx->Extensions.ARB_tessellation_shader = true;
if (ctx->API != API_OPENGL_COMPAT)
ctx->Extensions.ARB_tessellation_shader = true;
ctx->Extensions.ARB_texture_compression_bptc = true;
ctx->Extensions.ARB_texture_view = true;
ctx->Extensions.ARB_shader_storage_buffer_object = true;

+ 1
- 1
src/mesa/main/extensions_table.h View File

@@ -132,7 +132,7 @@ EXT(ARB_shadow , ARB_shadow
EXT(ARB_sparse_buffer , ARB_sparse_buffer , GLL, GLC, x , x , 2014)
EXT(ARB_stencil_texturing , ARB_stencil_texturing , GLL, GLC, x , x , 2012)
EXT(ARB_sync , ARB_sync , GLL, GLC, x , x , 2003)
EXT(ARB_tessellation_shader , ARB_tessellation_shader , x , GLC, x , x , 2009)
EXT(ARB_tessellation_shader , ARB_tessellation_shader , GLL, GLC, x , x , 2009)
EXT(ARB_texture_barrier , NV_texture_barrier , GLL, GLC, x , x , 2014)
EXT(ARB_texture_border_clamp , ARB_texture_border_clamp , GLL, x , x , x , 2000)
EXT(ARB_texture_buffer_object , ARB_texture_buffer_object , GLL, GLC, x , x , 2008)

+ 3
- 1
src/mesa/state_tracker/st_extensions.c View File

@@ -1020,8 +1020,10 @@ void st_init_extensions(struct pipe_screen *screen,

/* Below are the cases which cannot be moved into tables easily. */

/* The compatibility profile also requires GLSLVersionCompat >= 400. */
if (screen->get_shader_param(screen, PIPE_SHADER_TESS_CTRL,
PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0 &&
(api != API_OPENGL_COMPAT || consts->GLSLVersionCompat >= 400)) {
extensions->ARB_tessellation_shader = GL_TRUE;
}


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