* \param stencilBits requested minimum bits per stencil buffer value
* \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
* of bits per color component in accum buffer.
- * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
* \param redBits number of bits per color component in frame buffer for RGB(A)
* mode. We always use 8 in core Mesa though.
* \param greenBits same as above.
assert(accumBlueBits >= 0);
assert(accumAlphaBits >= 0);
- vis->rgbMode = GL_TRUE;
vis->doubleBufferMode = dbFlag;
vis->stereoMode = stereoFlag;
vis->alphaBits = alphaBits;
vis->rgbBits = redBits + greenBits + blueBits;
- vis->indexBits = 0;
vis->depthBits = depthBits;
vis->stencilBits = stencilBits;
vis->accumBlueBits = accumBlueBits;
vis->accumAlphaBits = accumAlphaBits;
- vis->haveAccumBuffer = accumRedBits > 0;
- vis->haveDepthBuffer = depthBits > 0;
- vis->haveStencilBuffer = stencilBits > 0;
-
vis->numAuxBuffers = 0;
vis->level = 0;
vis->sampleBuffers = numSamples > 0 ? 1 : 0;
consts->GLSLVersion = api == API_OPENGL_CORE ? 130 : 120;
consts->GLSLVersionCompat = consts->GLSLVersion;
+ consts->GLSLLowerConstArrays = true;
+
/* Assume that if GLSL 1.30+ (or GLSL ES 3.00+) is supported that
* gl_VertexID is implemented using a native hardware register with OpenGL
* semantics.