} default_extensions[] = {
{ OFF, "GL_ARB_copy_buffer", F(ARB_copy_buffer) },
{ OFF, "GL_ARB_depth_texture", F(ARB_depth_texture) },
+ { OFF, "GL_ARB_depth_clamp", F(ARB_depth_clamp) },
{ ON, "GL_ARB_draw_buffers", F(ARB_draw_buffers) },
+ { OFF, "GL_ARB_draw_elements_base_vertex", F(ARB_draw_elements_base_vertex) },
{ OFF, "GL_ARB_fragment_program", F(ARB_fragment_program) },
{ OFF, "GL_ARB_fragment_program_shadow", F(ARB_fragment_program_shadow) },
{ OFF, "GL_ARB_fragment_shader", F(ARB_fragment_shader) },
{ OFF, "GL_ARB_pixel_buffer_object", F(EXT_pixel_buffer_object) },
{ OFF, "GL_ARB_point_parameters", F(EXT_point_parameters) },
{ OFF, "GL_ARB_point_sprite", F(ARB_point_sprite) },
+ { OFF, "GL_ARB_provoking_vertex", F(EXT_provoking_vertex) },
+ { OFF, "GL_ARB_seamless_cube_map", F(ARB_seamless_cube_map) },
{ OFF, "GL_ARB_shader_objects", F(ARB_shader_objects) },
{ OFF, "GL_ARB_shading_language_100", F(ARB_shading_language_100) },
{ OFF, "GL_ARB_shading_language_120", F(ARB_shading_language_120) },
{ OFF, "GL_ARB_shadow", F(ARB_shadow) },
{ OFF, "GL_ARB_shadow_ambient", F(ARB_shadow_ambient) },
+ { OFF, "GL_ARB_sync", F(ARB_sync) },
{ OFF, "GL_ARB_texture_border_clamp", F(ARB_texture_border_clamp) },
{ ON, "GL_ARB_texture_compression", F(ARB_texture_compression) },
{ OFF, "GL_ARB_texture_cube_map", F(ARB_texture_cube_map) },
{ OFF, "GL_ARB_texture_non_power_of_two", F(ARB_texture_non_power_of_two)},
{ OFF, "GL_ARB_texture_rectangle", F(NV_texture_rectangle) },
{ ON, "GL_ARB_transpose_matrix", F(ARB_transpose_matrix) },
+ { OFF, "GL_ARB_vertex_array_bgra", F(EXT_vertex_array_bgra) },
{ OFF, "GL_ARB_vertex_array_object", F(ARB_vertex_array_object) },
{ ON, "GL_ARB_vertex_buffer_object", F(ARB_vertex_buffer_object) },
{ OFF, "GL_ARB_vertex_program", F(ARB_vertex_program) },
{ OFF, "GL_MESA_ycbcr_texture", F(MESA_ycbcr_texture) },
{ ON, "GL_MESA_window_pos", F(ARB_window_pos) },
{ OFF, "GL_NV_blend_square", F(NV_blend_square) },
+ { OFF, "GL_NV_depth_clamp", F(ARB_depth_clamp) },
{ OFF, "GL_NV_fragment_program", F(NV_fragment_program) },
+ { OFF, "GL_NV_fragment_program_option", F(NV_fragment_program_option) },
{ ON, "GL_NV_light_max_exponent", F(NV_light_max_exponent) },
{ OFF, "GL_NV_point_sprite", F(NV_point_sprite) },
{ OFF, "GL_NV_texture_env_combine4", F(NV_texture_env_combine4) },
_mesa_enable_sw_extensions(GLcontext *ctx)
{
ctx->Extensions.ARB_copy_buffer = GL_TRUE;
+ ctx->Extensions.ARB_depth_clamp = GL_TRUE;
ctx->Extensions.ARB_depth_texture = GL_TRUE;
/*ctx->Extensions.ARB_draw_buffers = GL_TRUE;*/
+ ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE;
#if FEATURE_ARB_fragment_program
ctx->Extensions.ARB_fragment_program = GL_TRUE;
ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;
ctx->Extensions.ARB_imaging = GL_TRUE;
ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
ctx->Extensions.ARB_multitexture = GL_TRUE;
-#if FEATURE_ARB_occlusion_query
+#if FEATURE_queryobj
ctx->Extensions.ARB_occlusion_query = GL_TRUE;
#endif
ctx->Extensions.ARB_point_sprite = GL_TRUE;
#endif
#if FEATURE_ARB_vertex_buffer_object
/*ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;*/
+#endif
+#if FEATURE_ARB_sync
+ ctx->Extensions.ARB_sync = GL_TRUE;
#endif
ctx->Extensions.APPLE_vertex_array_object = GL_TRUE;
ctx->Extensions.ATI_envmap_bumpmap = GL_TRUE;
#endif
#if FEATURE_NV_fragment_program
ctx->Extensions.NV_fragment_program = GL_TRUE;
+#endif
+#if FEATURE_NV_fragment_program && FEATURE_ARB_fragment_program
+ ctx->Extensions.NV_fragment_program_option = GL_TRUE;
#endif
ctx->Extensions.SGI_color_matrix = GL_TRUE;
ctx->Extensions.SGI_color_table = GL_TRUE;
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
#endif
ctx->Extensions.ARB_point_sprite = GL_TRUE;
+ ctx->Extensions.EXT_blend_equation_separate = GL_TRUE;
ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
#if FEATURE_ARB_shader_objects
ctx->Extensions.ARB_shader_objects = GL_TRUE;