On Sun, Dec 14, 2014 at 11:47 AM, Maxence Le Doré
wrote:
> Hi Matt,
>
> To be sure to not missing something, I used a simple vertex shader I have
> there and had
> the following line in :
>
> int a = gl_MaxDrawBuffers;
>
> At runtime, everything was ok, and GLSL compiler didn't complain about
> an
On 12/14/2014 11:47 AM, Maxence Le Doré wrote:
> Hi Matt,
>
> To be sure to not missing something, I used a simple vertex shader I
> have there and had
> the following line in :
>
> int a = gl_MaxDrawBuffers;
>
> At runtime, everything was ok, and GLSL compiler didn't complain about
> anything.
Hi Matt,
To be sure to not missing something, I used a simple vertex shader I have
there and had
the following line in :
int a = gl_MaxDrawBuffers;
At runtime, everything was ok, and GLSL compiler didn't complain about
anything. So there is nothing in mesa to prevent the use of some GLSL
constan
On Tue, Dec 9, 2014 at 11:09 PM, Maxence Le Doré
wrote:
> It seems to have been forgotten during viewports array implementation time.
> ---
> src/glsl/builtin_variables.cpp | 4
> src/glsl/glsl_parser_extras.cpp | 3 +++
> src/glsl/glsl_parser_extras.h | 3 +++
> 3 files changed, 10 inser
It seems to have been forgotten during viewports array implementation time.
---
src/glsl/builtin_variables.cpp | 4
src/glsl/glsl_parser_extras.cpp | 3 +++
src/glsl/glsl_parser_extras.h | 3 +++
3 files changed, 10 insertions(+)
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/buil