+
+ if (screen->get_param(screen, PIPE_CAP_TGSI_INSTANCEID)) {
+ ctx->Extensions.ARB_draw_instanced = GL_TRUE;
+ }
+ if (screen->get_param(screen, PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR)) {
+ ctx->Extensions.ARB_instanced_arrays = GL_TRUE;
+ }
+
+ if (screen->fence_finish) {
+ ctx->Extensions.ARB_sync = GL_TRUE;
+ }
+
+ if (st->pipe->texture_barrier) {
+ ctx->Extensions.NV_texture_barrier = GL_TRUE;
+ }
+
+ if (screen->is_format_supported(screen, PIPE_FORMAT_R9G9B9E5_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW)) {
+ ctx->Extensions.EXT_texture_shared_exponent = GL_TRUE;
+ }
+
+ if (screen->is_format_supported(screen, PIPE_FORMAT_R11G11B10_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET |
+ PIPE_BIND_SAMPLER_VIEW)) {
+ ctx->Extensions.EXT_packed_float = GL_TRUE;
+ }
+
+ if (screen->get_param(screen, PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE)) {
+ ctx->Extensions.ARB_seamless_cube_map = GL_TRUE;
+ ctx->Extensions.AMD_seamless_cubemap_per_texture = GL_TRUE;
+ }
+ else if (screen->get_param(screen, PIPE_CAP_SEAMLESS_CUBE_MAP)) {
+ ctx->Extensions.ARB_seamless_cube_map = GL_TRUE;
+ }
+
+ if (screen->get_param(screen, PIPE_CAP_SM3)) {
+ ctx->Extensions.ARB_shader_texture_lod = GL_TRUE;
+ }
+
+ if (screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_DEPTH_STENCIL |
+ PIPE_BIND_SAMPLER_VIEW) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT_S8X24_USCALED,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_DEPTH_STENCIL |
+ PIPE_BIND_SAMPLER_VIEW)) {
+ ctx->Extensions.ARB_depth_buffer_float = GL_TRUE;
+ }