{ "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_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_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(ARB_separate_shader_objects), 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_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 },
ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
ctx->Extensions.ARB_framebuffer_object = GL_TRUE;
- 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;