#include <msp/gl/extensions/arb_separate_shader_objects.h>
#include <msp/gl/extensions/arb_shader_objects.h>
#include <msp/gl/extensions/arb_uniform_buffer_object.h>
+#include <msp/gl/extensions/arb_tessellation_shader.h>
#include <msp/gl/extensions/arb_vertex_shader.h>
#include <msp/gl/extensions/ext_gpu_shader4.h>
#include <msp/gl/extensions/khr_debug.h>
switch(type)
{
case VERTEX: { static Require _req(ARB_vertex_shader); gl_type = GL_VERTEX_SHADER; } break;
+ case TESS_CONTROL: { static Require _req(ARB_tessellation_shader); gl_type = GL_TESS_CONTROL_SHADER; } break;
+ case TESS_EVAL: { static Require _req(ARB_tessellation_shader); gl_type = GL_TESS_EVALUATION_SHADER; } break;
case GEOMETRY: { static Require _req(ARB_geometry_shader4); gl_type = GL_GEOMETRY_SHADER; } break;
case FRAGMENT: { static Require _req(ARB_fragment_shader); gl_type = GL_FRAGMENT_SHADER; } break;
case COMPUTE: { static Require _req(ARB_compute_shader); gl_type = GL_COMPUTE_SHADER; } break;
switch(st)
{
case SL::Stage::VERTEX: stage_id = add_stage(VERTEX); break;
+ case SL::Stage::TESS_CONTROL: stage_id = add_stage(TESS_CONTROL); break;
+ case SL::Stage::TESS_EVAL: stage_id = add_stage(TESS_EVAL); break;
case SL::Stage::GEOMETRY: stage_id = add_stage(GEOMETRY); break;
case SL::Stage::FRAGMENT: stage_id = add_stage(FRAGMENT); break;
case SL::Stage::COMPUTE: stage_id = add_stage(COMPUTE); break;
switch(e.stage)
{
case SpirVModule::VERTEX: stage_id = add_stage(VERTEX); break;
+ case SpirVModule::TESS_CONTROL: stage_id = add_stage(TESS_CONTROL); break;
+ case SpirVModule::TESS_EVAL: stage_id = add_stage(TESS_EVAL); break;
case SpirVModule::GEOMETRY: stage_id = add_stage(GEOMETRY); break;
case SpirVModule::FRAGMENT: stage_id = add_stage(FRAGMENT); break;
case SpirVModule::COMPUTE: stage_id = add_stage(COMPUTE); break;
void OpenGLProgram::set_stage_debug_name(unsigned stage_id, Stage type)
{
#ifdef DEBUG
- static const char *const suffixes[] = { " [VS]", " [GS]", " [FS]", " [CS]" };
+ static const char *const suffixes[] = { " [VS]", " [TCS]", " [TES]", " [GS]", " [FS]", " [CS]" };
string name = debug_name+suffixes[type];
glObjectLabel(GL_SHADER, stage_id, name.size(), name.c_str());
#else