/* ARB Extensions */
{ "GL_ARB_ES2_compatibility", o(ARB_ES2_compatibility), GL, 2009 },
{ "GL_ARB_ES3_compatibility", o(ARB_ES3_compatibility), GL, 2012 },
+ { "GL_ARB_arrays_of_arrays", o(ARB_arrays_of_arrays), GL, 2012 },
{ "GL_ARB_base_instance", o(ARB_base_instance), GL, 2011 },
{ "GL_ARB_blend_func_extended", o(ARB_blend_func_extended), GL, 2009 },
+ { "GL_ARB_buffer_storage", o(ARB_buffer_storage), GL, 2013 },
+ { "GL_ARB_clear_buffer_object", o(dummy_true), GL, 2012 },
{ "GL_ARB_color_buffer_float", o(ARB_color_buffer_float), GL, 2004 },
+ { "GL_ARB_compute_shader", o(ARB_compute_shader), GL, 2012 },
{ "GL_ARB_copy_buffer", o(dummy_true), GL, 2008 },
{ "GL_ARB_conservative_depth", o(ARB_conservative_depth), GL, 2011 },
{ "GL_ARB_debug_output", o(dummy_true), GL, 2009 },
{ "GL_ARB_draw_buffers", o(dummy_true), GL, 2002 },
{ "GL_ARB_draw_buffers_blend", o(ARB_draw_buffers_blend), GL, 2009 },
{ "GL_ARB_draw_elements_base_vertex", o(ARB_draw_elements_base_vertex), GL, 2009 },
+ { "GL_ARB_draw_indirect", o(ARB_draw_indirect), GLC, 2010 },
{ "GL_ARB_draw_instanced", o(ARB_draw_instanced), GL, 2008 },
{ "GL_ARB_explicit_attrib_location", o(ARB_explicit_attrib_location), GL, 2009 },
{ "GL_ARB_fragment_coord_conventions", o(ARB_fragment_coord_conventions), GL, 2009 },
{ "GL_ARB_framebuffer_sRGB", o(EXT_framebuffer_sRGB), GL, 1998 },
{ "GL_ARB_get_program_binary", o(dummy_true), GL, 2010 },
{ "GL_ARB_gpu_shader5", o(ARB_gpu_shader5), GL, 2010 },
- { "GL_ARB_half_float_pixel", o(ARB_half_float_pixel), GL, 2003 },
+ { "GL_ARB_half_float_pixel", o(dummy_true), GL, 2003 },
{ "GL_ARB_half_float_vertex", o(ARB_half_float_vertex), GL, 2008 },
{ "GL_ARB_instanced_arrays", o(ARB_instanced_arrays), GL, 2008 },
{ "GL_ARB_internalformat_query", o(ARB_internalformat_query), GL, 2011 },
{ "GL_ARB_invalidate_subdata", o(dummy_true), GL, 2012 },
- { "GL_ARB_map_buffer_alignment", o(ARB_map_buffer_alignment), GL, 2011 },
+ { "GL_ARB_map_buffer_alignment", o(dummy_true), GL, 2011 },
{ "GL_ARB_map_buffer_range", o(ARB_map_buffer_range), GL, 2008 },
+ { "GL_ARB_multi_bind", o(dummy_true), GL, 2013 },
+ { "GL_ARB_multi_draw_indirect", o(ARB_draw_indirect), GLC, 2012 },
{ "GL_ARB_multisample", o(dummy_true), GLL, 1994 },
{ "GL_ARB_multitexture", o(dummy_true), GLL, 1998 },
{ "GL_ARB_occlusion_query2", o(ARB_occlusion_query2), GL, 2003 },
{ "GL_ARB_point_sprite", o(ARB_point_sprite), GL, 2003 },
{ "GL_ARB_provoking_vertex", o(EXT_provoking_vertex), GL, 2009 },
{ "GL_ARB_robustness", o(dummy_true), GL, 2010 },
+ { "GL_ARB_sample_shading", o(ARB_sample_shading), GL, 2009 },
{ "GL_ARB_sampler_objects", o(dummy_true), GL, 2009 },
{ "GL_ARB_seamless_cube_map", o(ARB_seamless_cube_map), GL, 2009 },
+ { "GL_ARB_separate_shader_objects", o(dummy_true), GL, 2010 },
+ { "GL_ARB_shader_atomic_counters", o(ARB_shader_atomic_counters), GL, 2011 },
{ "GL_ARB_shader_bit_encoding", o(ARB_shader_bit_encoding), GL, 2010 },
+ { "GL_ARB_shader_image_load_store", o(ARB_shader_image_load_store), GL, 2011 },
{ "GL_ARB_shader_objects", o(dummy_true), GL, 2002 },
{ "GL_ARB_shader_stencil_export", o(ARB_shader_stencil_export), GL, 2009 },
{ "GL_ARB_shader_texture_lod", o(ARB_shader_texture_lod), GL, 2009 },
{ "GL_ARB_shading_language_packing", o(ARB_shading_language_packing), GL, 2011 },
{ "GL_ARB_shading_language_420pack", o(ARB_shading_language_420pack), GL, 2011 },
{ "GL_ARB_shadow", o(ARB_shadow), GLL, 2001 },
+ { "GL_ARB_stencil_texturing", o(ARB_stencil_texturing), GL, 2012 },
{ "GL_ARB_sync", o(ARB_sync), GL, 2003 },
{ "GL_ARB_texture_border_clamp", o(ARB_texture_border_clamp), GLL, 2000 },
{ "GL_ARB_texture_buffer_object", o(ARB_texture_buffer_object), GLC, 2008 },
{ "GL_ARB_texture_rg", o(ARB_texture_rg), GL, 2008 },
{ "GL_ARB_texture_storage", o(dummy_true), GL, 2011 },
{ "GL_ARB_texture_storage_multisample", o(ARB_texture_multisample), GL, 2012 },
+ { "GL_ARB_texture_view", o(ARB_texture_view), GL, 2012 },
{ "GL_ARB_texture_swizzle", o(EXT_texture_swizzle), GL, 2008 },
{ "GL_ARB_timer_query", o(ARB_timer_query), GL, 2010 },
{ "GL_ARB_transform_feedback2", o(ARB_transform_feedback2), GL, 2010 },
{ "GL_ARB_uniform_buffer_object", o(ARB_uniform_buffer_object), GL, 2009 },
{ "GL_ARB_vertex_array_bgra", o(EXT_vertex_array_bgra), GL, 2008 },
{ "GL_ARB_vertex_array_object", o(dummy_true), GL, 2006 },
+ { "GL_ARB_vertex_attrib_binding", o(dummy_true), GL, 2012 },
{ "GL_ARB_vertex_buffer_object", o(dummy_true), GLL, 2003 },
{ "GL_ARB_vertex_program", o(ARB_vertex_program), GLL, 2002 },
{ "GL_ARB_vertex_shader", o(ARB_vertex_shader), GL, 2002 },
+ { "GL_ARB_vertex_type_10f_11f_11f_rev", o(ARB_vertex_type_10f_11f_11f_rev), GL, 2013 },
{ "GL_ARB_vertex_type_2_10_10_10_rev", o(ARB_vertex_type_2_10_10_10_rev), GL, 2009 },
+ { "GL_ARB_viewport_array", o(ARB_viewport_array), GLC, 2010 },
{ "GL_ARB_window_pos", o(dummy_true), GLL, 2001 },
/* EXT extensions */
{ "GL_EXT_abgr", o(dummy_true), GL, 1995 },
{ "GL_EXT_draw_instanced", o(ARB_draw_instanced), GL, 2006 },
{ "GL_EXT_draw_range_elements", o(dummy_true), GLL, 1997 },
{ "GL_EXT_fog_coord", o(dummy_true), GLL, 1999 },
- { "GL_EXT_framebuffer_blit", o(EXT_framebuffer_blit), GL, 2005 },
+ { "GL_EXT_framebuffer_blit", o(dummy_true), GL, 2005 },
{ "GL_EXT_framebuffer_multisample", o(EXT_framebuffer_multisample), GL, 2005 },
{ "GL_EXT_framebuffer_multisample_blit_scaled", o(EXT_framebuffer_multisample_blit_scaled), GL, 2011 },
{ "GL_EXT_framebuffer_object", o(dummy_true), GLL, 2000 },
{ "GL_EXT_gpu_shader4", o(EXT_gpu_shader4), GL, 2006 },
{ "GL_EXT_map_buffer_range", o(ARB_map_buffer_range), ES1 | ES2, 2012 },
{ "GL_EXT_multi_draw_arrays", o(dummy_true), GLL | ES1 | ES2, 1999 },
- { "GL_EXT_packed_depth_stencil", o(EXT_packed_depth_stencil), GL, 2005 },
+ { "GL_EXT_packed_depth_stencil", o(dummy_true), GL, 2005 },
{ "GL_EXT_packed_float", o(EXT_packed_float), GL, 2004 },
{ "GL_EXT_packed_pixels", o(dummy_true), GLL, 1997 },
{ "GL_EXT_pixel_buffer_object", o(EXT_pixel_buffer_object), GL, 2004 },
{ "GL_EXT_provoking_vertex", o(EXT_provoking_vertex), GL, 2009 },
{ "GL_EXT_rescale_normal", o(dummy_true), GLL, 1997 },
{ "GL_EXT_secondary_color", o(dummy_true), GLL, 1999 },
- { "GL_EXT_separate_shader_objects", o(EXT_separate_shader_objects), GLL, 2008 },
{ "GL_EXT_separate_specular_color", o(dummy_true), GLL, 1997 },
{ "GL_EXT_shader_integer_mix", o(EXT_shader_integer_mix), GL | ES3, 2013 },
{ "GL_EXT_shadow_funcs", o(ARB_shadow), GLL, 2002 },
{ "GL_OES_framebuffer_object", o(dummy_true), ES1, 2005 },
{ "GL_OES_get_program_binary", o(dummy_true), ES2, 2008 },
{ "GL_OES_mapbuffer", o(dummy_true), ES1 | ES2, 2005 },
- { "GL_OES_packed_depth_stencil", o(EXT_packed_depth_stencil), ES1 | ES2, 2007 },
+ { "GL_OES_packed_depth_stencil", o(dummy_true), ES1 | ES2, 2007 },
{ "GL_OES_point_size_array", o(dummy_true), ES1, 2004 },
{ "GL_OES_point_sprite", o(ARB_point_sprite), ES1, 2004 },
{ "GL_OES_query_matrix", o(dummy_true), ES1, 2003 },
{ "GL_AMD_performance_monitor", o(AMD_performance_monitor), GL, 2007 },
{ "GL_AMD_seamless_cubemap_per_texture", o(AMD_seamless_cubemap_per_texture), GL, 2009 },
{ "GL_AMD_shader_stencil_export", o(ARB_shader_stencil_export), GL, 2009 },
- { "GL_AMD_vertex_shader_layer", o(AMD_vertex_shader_layer), GL, 2012 },
+ { "GL_AMD_shader_trinary_minmax", o(dummy_true), GL, 2012 },
+ { "GL_AMD_vertex_shader_layer", o(AMD_vertex_shader_layer), GLC, 2012 },
{ "GL_APPLE_object_purgeable", o(APPLE_object_purgeable), GL, 2006 },
{ "GL_APPLE_packed_pixels", o(dummy_true), GLL, 2002 },
{ "GL_APPLE_texture_max_level", o(dummy_true), ES1 | ES2, 2009 },
{ "GL_IBM_texture_mirrored_repeat", o(dummy_true), GLL, 1998 },
{ "GL_INGR_blend_func_separate", o(EXT_blend_func_separate), GLL, 1999 },
{ "GL_MESA_pack_invert", o(MESA_pack_invert), GL, 2002 },
- { "GL_MESA_texture_array", o(MESA_texture_array), GLL, 2007 },
{ "GL_MESA_texture_signed_rgba", o(EXT_texture_snorm), GL, 2009 },
{ "GL_MESA_window_pos", o(dummy_true), GLL, 2000 },
{ "GL_MESA_ycbcr_texture", o(MESA_ycbcr_texture), GL, 2002 },
{ "GL_NV_fog_distance", o(NV_fog_distance), GLL, 2001 },
{ "GL_NV_fragment_program_option", o(NV_fragment_program_option), GLL, 2005 },
{ "GL_NV_light_max_exponent", o(dummy_true), GLL, 1999 },
- { "GL_NV_packed_depth_stencil", o(EXT_packed_depth_stencil), GL, 2000 },
+ { "GL_NV_packed_depth_stencil", o(dummy_true), GL, 2000 },
{ "GL_NV_point_sprite", o(NV_point_sprite), GL, 2001 },
{ "GL_NV_primitive_restart", o(NV_primitive_restart), GLL, 2002 },
{ "GL_NV_read_buffer", o(dummy_true), ES2, 2011 },
{ "GL_NV_texture_barrier", o(NV_texture_barrier), GL, 2009 },
{ "GL_NV_texture_env_combine4", o(NV_texture_env_combine4), GLL, 1999 },
{ "GL_NV_texture_rectangle", o(NV_texture_rectangle), GLL, 2000 },
+ { "GL_NV_vdpau_interop", o(NV_vdpau_interop), GL, 2010 },
{ "GL_S3_s3tc", o(ANGLE_texture_compression_dxt), GL, 1999 },
{ "GL_SGIS_generate_mipmap", o(dummy_true), GLL, 1997 },
{ "GL_SGIS_texture_border_clamp", o(ARB_texture_border_clamp), GLL, 1997 },
ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
ctx->Extensions.ARB_framebuffer_object = GL_TRUE;
- /* XXX re-enable when GLSL compiler again supports geometry shaders */
-#if 0
- ctx->Extensions.ARB_geometry_shader4 = GL_TRUE;
-#endif
- ctx->Extensions.ARB_half_float_pixel = GL_TRUE;
ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
ctx->Extensions.ARB_occlusion_query = GL_TRUE;
ctx->Extensions.ARB_occlusion_query2 = GL_TRUE;
ctx->Extensions.ARB_point_sprite = GL_TRUE;
- ctx->Extensions.EXT_separate_shader_objects = GL_TRUE;
ctx->Extensions.ARB_shadow = GL_TRUE;
ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
ctx->Extensions.EXT_blend_minmax = GL_TRUE;
ctx->Extensions.EXT_depth_bounds_test = GL_TRUE;
ctx->Extensions.EXT_draw_buffers2 = GL_TRUE;
- ctx->Extensions.EXT_framebuffer_blit = GL_TRUE;
- ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
ctx->Extensions.EXT_point_parameters = GL_TRUE;
ctx->Extensions.EXT_provoking_vertex = GL_TRUE;
/*ctx->Extensions.EXT_transform_feedback = GL_TRUE;*/
ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
ctx->Extensions.MESA_pack_invert = GL_TRUE;
- ctx->Extensions.MESA_texture_array = GL_TRUE;
ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
ctx->Extensions.NV_conditional_render = GL_TRUE;
ctx->Extensions.NV_point_sprite = GL_TRUE;
if (ctx->Extensions.String) {
/* The string was already queried - can't change it now! */
- _mesa_problem(ctx, "Trying to enable/disable extension after glGetString(GL_EXTENSIONS): %s", name);
+ _mesa_problem(ctx, "Trying to enable/disable extension after "
+ "glGetString(GL_EXTENSIONS): %s", name);
return GL_FALSE;
}
return NULL;
}
- /* Sort extensions in chronological order because certain old applications (e.g.,
- * Quake3 demo) store the extension list in a static size buffer so chronologically
- * order ensure that the extensions that such applications expect will fit into
- * that buffer.
+ /* Sort extensions in chronological order because certain old applications
+ * (e.g., Quake3 demo) store the extension list in a static size buffer so
+ * chronologically order ensure that the extensions that such applications
+ * expect will fit into that buffer.
*/
j = 0;
for (i = extension_table; i->name != 0; ++i) {
}
}
assert(j == count);
- qsort(extension_indices, count, sizeof *extension_indices, extension_compare);
+ qsort(extension_indices, count,
+ sizeof *extension_indices, extension_compare);
/* Build the extension string.*/
for (j = 0; j < count; ++j) {