{ "GL_ARB_base_instance", o(ARB_base_instance), GL, 2011 },
{ "GL_ARB_blend_func_extended", o(ARB_blend_func_extended), GL, 2009 },
{ "GL_ARB_color_buffer_float", o(ARB_color_buffer_float), GL, 2004 },
- { "GL_ARB_copy_buffer", o(ARB_copy_buffer), GL, 2008 },
+ { "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_depth_buffer_float", o(ARB_depth_buffer_float), GL, 2008 },
{ "GL_ARB_half_float_vertex", o(ARB_half_float_vertex), GL, 2008 },
{ "GL_ARB_instanced_arrays", o(ARB_instanced_arrays), GL, 2008 },
{ "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_range", o(ARB_map_buffer_range), GL, 2008 },
{ "GL_ARB_multisample", o(dummy_true), GLL, 1994 },
{ "GL_ARB_multitexture", o(dummy_true), GLL, 1998 },
{ "GL_ARB_transform_feedback2", o(ARB_transform_feedback2), GL, 2010 },
{ "GL_ARB_transform_feedback3", o(ARB_transform_feedback3), GL, 2010 },
{ "GL_ARB_transform_feedback_instanced", o(ARB_transform_feedback_instanced), GL, 2011 },
- { "GL_ARB_transpose_matrix", o(ARB_transpose_matrix), GLL, 1999 },
+ { "GL_ARB_transpose_matrix", o(dummy_true), GLL, 1999 },
{ "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(ARB_vertex_array_object), GL, 2006 },
+ { "GL_ARB_vertex_array_object", o(dummy_true), GL, 2006 },
{ "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_2_10_10_10_rev", o(ARB_vertex_type_2_10_10_10_rev), GL, 2009 },
- { "GL_ARB_window_pos", o(ARB_window_pos), GLL, 2001 },
+ { "GL_ARB_window_pos", o(dummy_true), GLL, 2001 },
/* EXT extensions */
{ "GL_EXT_abgr", o(dummy_true), GL, 1995 },
{ "GL_EXT_bgra", o(dummy_true), GLL, 1995 },
{ "GL_EXT_blend_minmax", o(EXT_blend_minmax), GLL | ES1 | ES2, 1995 },
{ "GL_EXT_blend_subtract", o(dummy_true), GLL, 1995 },
{ "GL_EXT_clip_volume_hint", o(EXT_clip_volume_hint), GL, 1996 },
- { "GL_EXT_compiled_vertex_array", o(EXT_compiled_vertex_array), GLL, 1996 },
+ { "GL_EXT_compiled_vertex_array", o(dummy_true), GLL, 1996 },
{ "GL_EXT_copy_texture", o(dummy_true), GLL, 1995 },
{ "GL_EXT_depth_bounds_test", o(EXT_depth_bounds_test), GL, 2002 },
{ "GL_EXT_draw_buffers2", o(EXT_draw_buffers2), GL, 2006 },
{ "GL_EXT_draw_instanced", o(ARB_draw_instanced), GL, 2006 },
- { "GL_EXT_draw_range_elements", o(EXT_draw_range_elements), GLL, 1997 },
+ { "GL_EXT_draw_range_elements", o(dummy_true), GLL, 1997 },
{ "GL_EXT_fog_coord", o(EXT_fog_coord), GLL, 1999 },
{ "GL_EXT_framebuffer_blit", o(EXT_framebuffer_blit), GL, 2005 },
{ "GL_EXT_framebuffer_multisample", o(EXT_framebuffer_multisample), GL, 2005 },
{ "GL_EXT_framebuffer_sRGB", o(EXT_framebuffer_sRGB), GL, 1998 },
{ "GL_EXT_gpu_program_parameters", o(EXT_gpu_program_parameters), GLL, 2006 },
{ "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_float", o(EXT_packed_float), GL, 2004 },
- { "GL_EXT_packed_pixels", o(EXT_packed_pixels), GLL, 1997 },
+ { "GL_EXT_packed_pixels", o(dummy_true), GLL, 1997 },
{ "GL_EXT_pixel_buffer_object", o(EXT_pixel_buffer_object), GL, 2004 },
{ "GL_EXT_point_parameters", o(EXT_point_parameters), GLL, 1997 },
{ "GL_EXT_polygon_offset", o(dummy_true), GLL, 1995 },
{ "GL_EXT_provoking_vertex", o(EXT_provoking_vertex), GL, 2009 },
- { "GL_EXT_rescale_normal", o(EXT_rescale_normal), GLL, 1997 },
+ { "GL_EXT_rescale_normal", o(dummy_true), GLL, 1997 },
{ "GL_EXT_secondary_color", o(EXT_secondary_color), GLL, 1999 },
{ "GL_EXT_separate_shader_objects", o(EXT_separate_shader_objects), GLL, 2008 },
- { "GL_EXT_separate_specular_color", o(EXT_separate_specular_color), GLL, 1997 },
+ { "GL_EXT_separate_specular_color", o(dummy_true), GLL, 1997 },
{ "GL_EXT_shadow_funcs", o(EXT_shadow_funcs), GLL, 2002 },
{ "GL_EXT_stencil_two_side", o(EXT_stencil_two_side), GLL, 2001 },
{ "GL_EXT_stencil_wrap", o(dummy_true), GLL, 2002 },
{ "GL_EXT_texture3D", o(EXT_texture3D), GLL, 1996 },
{ "GL_EXT_texture_array", o(EXT_texture_array), GL, 2006 },
{ "GL_EXT_texture_compression_dxt1", o(EXT_texture_compression_s3tc), GL | ES1 | ES2, 2004 },
+ { "GL_ANGLE_texture_compression_dxt3", o(ANGLE_texture_compression_dxt), ES2, 2011 },
+ { "GL_ANGLE_texture_compression_dxt5", o(ANGLE_texture_compression_dxt), ES2, 2011 },
{ "GL_EXT_texture_compression_latc", o(EXT_texture_compression_latc), GL, 2006 },
{ "GL_EXT_texture_compression_rgtc", o(ARB_texture_compression_rgtc), GL, 2004 },
{ "GL_EXT_texture_compression_s3tc", o(EXT_texture_compression_s3tc), GL, 2000 },
{ "GL_OES_depth24", o(EXT_framebuffer_object), ES1 | ES2, 2005 },
{ "GL_OES_depth32", o(dummy_false), DISABLE, 2005 },
{ "GL_OES_depth_texture", o(ARB_depth_texture), ES2, 2006 },
-#if FEATURE_OES_draw_texture
{ "GL_OES_draw_texture", o(OES_draw_texture), ES1, 2004 },
-#endif
-#if FEATURE_OES_EGL_image
/* FIXME: Mesa expects GL_OES_EGL_image to be available in OpenGL contexts. */
{ "GL_OES_EGL_image", o(OES_EGL_image), GL | ES1 | ES2, 2006 },
{ "GL_OES_EGL_image_external", o(OES_EGL_image_external), ES1 | ES2, 2010 },
-#endif
{ "GL_OES_element_index_uint", o(dummy_true), ES1 | ES2, 2005 },
{ "GL_OES_fbo_render_mipmap", o(EXT_framebuffer_object), ES1 | ES2, 2005 },
{ "GL_OES_fixed_point", o(dummy_true), ES1, 2002 },
{ "GL_OES_texture_env_crossbar", o(ARB_texture_env_crossbar), ES1, 2005 },
{ "GL_OES_texture_mirrored_repeat", o(dummy_true), ES1, 2005 },
{ "GL_OES_texture_npot", o(ARB_texture_non_power_of_two), ES2, 2005 },
+ { "GL_OES_vertex_array_object", o(dummy_true), ES1 | ES2, 2010 },
/* Vendor extensions */
{ "GL_3DFX_texture_compression_FXT1", o(TDFX_texture_compression_FXT1), GL, 1999 },
{ "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_APPLE_object_purgeable", o(APPLE_object_purgeable), GL, 2006 },
- { "GL_APPLE_packed_pixels", o(APPLE_packed_pixels), GLL, 2002 },
- { "GL_APPLE_vertex_array_object", o(APPLE_vertex_array_object), GLL, 2002 },
+ { "GL_APPLE_packed_pixels", o(dummy_true), GLL, 2002 },
+ { "GL_APPLE_texture_max_level", o(dummy_true), ES1 | ES2, 2009 },
+ { "GL_APPLE_vertex_array_object", o(dummy_true), GLL, 2002 },
{ "GL_ATI_blend_equation_separate", o(EXT_blend_equation_separate), GL, 2003 },
{ "GL_ATI_draw_buffers", o(dummy_true), GLL, 2002 },
{ "GL_ATI_envmap_bumpmap", o(ATI_envmap_bumpmap), GLL, 2001 },
{ "GL_MESA_resize_buffers", o(MESA_resize_buffers), GL, 1999 },
{ "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(ARB_window_pos), GLL, 2000 },
+ { "GL_MESA_window_pos", o(dummy_true), GLL, 2000 },
{ "GL_MESA_ycbcr_texture", o(MESA_ycbcr_texture), GL, 2002 },
{ "GL_NV_blend_square", o(NV_blend_square), GLL, 1999 },
{ "GL_NV_conditional_render", o(NV_conditional_render), GL, 2008 },
{ "GL_NV_draw_buffers", o(dummy_true), ES2, 2011 },
{ "GL_NV_fbo_color_attachments", o(EXT_framebuffer_object), ES2, 2010 },
{ "GL_NV_fog_distance", o(NV_fog_distance), GLL, 2001 },
- { "GL_NV_fragment_program", o(NV_fragment_program), GLL, 2001 },
{ "GL_NV_fragment_program_option", o(NV_fragment_program_option), GLL, 2005 },
{ "GL_NV_light_max_exponent", o(NV_light_max_exponent), GLL, 1999 },
{ "GL_NV_packed_depth_stencil", o(EXT_packed_depth_stencil), GL, 2000 },
{ "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_vertex_program1_1", o(NV_vertex_program1_1), GLL, 2001 },
- { "GL_NV_vertex_program", o(NV_vertex_program), GLL, 2000 },
{ "GL_S3_s3tc", o(S3_s3tc), GL, 1999 },
{ "GL_SGIS_generate_mipmap", o(dummy_true), GLL, 1997 },
{ "GL_SGIS_texture_border_clamp", o(ARB_texture_border_clamp), GLL, 1997 },
* XXX: Should these defaults also apply to GLES?
*/
static const size_t default_extensions[] = {
- o(ARB_copy_buffer),
- o(ARB_transpose_matrix),
- o(ARB_window_pos),
-
- o(EXT_compiled_vertex_array),
- o(EXT_draw_range_elements),
- o(EXT_packed_pixels),
- o(EXT_rescale_normal),
- o(EXT_separate_specular_color),
- o(EXT_texture3D),
-
- o(OES_standard_derivatives),
-
/* Vendor Extensions */
- o(APPLE_packed_pixels),
o(IBM_multimode_draw_arrays),
o(IBM_rasterpos_clip),
o(NV_light_max_exponent),
void
_mesa_enable_sw_extensions(struct gl_context *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_elements_base_vertex = GL_TRUE;
ctx->Extensions.ARB_draw_instanced = GL_TRUE;
ctx->Extensions.ARB_explicit_attrib_location = GL_TRUE;
ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
-#if FEATURE_ARB_fragment_program
ctx->Extensions.ARB_fragment_program = GL_TRUE;
ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;
-#endif
-#if FEATURE_ARB_fragment_shader
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
-#endif
-#if FEATURE_ARB_framebuffer_object
ctx->Extensions.ARB_framebuffer_object = GL_TRUE;
-#endif
-#if FEATURE_ARB_geometry_shader4 && 0
/* 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;
-#if FEATURE_queryobj
ctx->Extensions.ARB_occlusion_query = GL_TRUE;
ctx->Extensions.ARB_occlusion_query2 = GL_TRUE;
-#endif
ctx->Extensions.ARB_point_sprite = GL_TRUE;
-#if FEATURE_ARB_shader_objects
ctx->Extensions.ARB_shader_objects = GL_TRUE;
ctx->Extensions.EXT_separate_shader_objects = GL_TRUE;
-#endif
-#if FEATURE_ARB_shading_language_100
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
-#endif
ctx->Extensions.ARB_shadow = GL_TRUE;
ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
ctx->Extensions.ARB_texture_rg = GL_TRUE;
ctx->Extensions.ARB_texture_compression_rgtc = GL_TRUE;
ctx->Extensions.ARB_texture_storage = GL_TRUE;
- ctx->Extensions.ARB_vertex_array_object = GL_TRUE;
-#if FEATURE_ARB_vertex_program
ctx->Extensions.ARB_vertex_program = GL_TRUE;
-#endif
-#if FEATURE_ARB_vertex_shader
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
-#endif
-#if FEATURE_ARB_sync
ctx->Extensions.ARB_sync = GL_TRUE;
-#endif
- ctx->Extensions.APPLE_vertex_array_object = GL_TRUE;
-#if FEATURE_APPLE_object_purgeable
ctx->Extensions.APPLE_object_purgeable = GL_TRUE;
-#endif
ctx->Extensions.ATI_envmap_bumpmap = GL_TRUE;
-#if FEATURE_ATI_fragment_shader
ctx->Extensions.ATI_fragment_shader = GL_TRUE;
-#endif
ctx->Extensions.ATI_texture_compression_3dc = GL_TRUE;
ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;
ctx->Extensions.ATI_texture_mirror_once = GL_TRUE;
ctx->Extensions.EXT_depth_bounds_test = GL_TRUE;
ctx->Extensions.EXT_draw_buffers2 = GL_TRUE;
ctx->Extensions.EXT_fog_coord = GL_TRUE;
-#if FEATURE_EXT_framebuffer_object
ctx->Extensions.EXT_framebuffer_object = GL_TRUE;
-#endif
-#if FEATURE_EXT_framebuffer_blit
ctx->Extensions.EXT_framebuffer_blit = GL_TRUE;
-#endif
-#if FEATURE_ARB_framebuffer_object
ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE;
-#endif
ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
-#if FEATURE_EXT_pixel_buffer_object
ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
-#endif
ctx->Extensions.EXT_point_parameters = GL_TRUE;
ctx->Extensions.EXT_provoking_vertex = GL_TRUE;
ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
ctx->Extensions.EXT_texture_filter_anisotropic = GL_TRUE;
ctx->Extensions.EXT_texture_mirror_clamp = GL_TRUE;
ctx->Extensions.EXT_texture_shared_exponent = GL_TRUE;
-#if FEATURE_EXT_texture_sRGB
ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
ctx->Extensions.EXT_texture_sRGB_decode = GL_TRUE;
-#endif
ctx->Extensions.EXT_texture_swizzle = GL_TRUE;
-#if FEATURE_EXT_transform_feedback
/*ctx->Extensions.EXT_transform_feedback = GL_TRUE;*/
-#endif
ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
/*ctx->Extensions.IBM_multimode_draw_arrays = GL_TRUE;*/
ctx->Extensions.MESA_pack_invert = GL_TRUE;
ctx->Extensions.NV_texture_env_combine4 = GL_TRUE;
ctx->Extensions.NV_texture_rectangle = GL_TRUE;
/*ctx->Extensions.NV_texgen_reflection = GL_TRUE;*/
-#if FEATURE_NV_vertex_program
- ctx->Extensions.NV_vertex_program = GL_TRUE;
- ctx->Extensions.NV_vertex_program1_1 = 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
-#if FEATURE_ARB_vertex_program || FEATURE_ARB_fragment_program
ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE;
-#endif
-#if FEATURE_texture_fxt1
+ ctx->Extensions.OES_standard_derivatives = GL_TRUE;
_mesa_enable_extension(ctx, "GL_3DFX_texture_compression_FXT1");
-#endif
-#if FEATURE_texture_s3tc
if (ctx->Mesa_DXTn) {
+ ctx->Extensions.ANGLE_texture_compression_dxt = GL_TRUE;
_mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc");
_mesa_enable_extension(ctx, "GL_S3_s3tc");
}
-#endif
}
ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
- /*ctx->Extensions.ARB_transpose_matrix = GL_TRUE;*/
}
ctx->Extensions.ARB_depth_texture = GL_TRUE;
ctx->Extensions.ARB_shadow = GL_TRUE;
ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
- ctx->Extensions.ARB_window_pos = GL_TRUE;
ctx->Extensions.EXT_blend_color = GL_TRUE;
ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
ctx->Extensions.EXT_blend_minmax = GL_TRUE;
void
_mesa_enable_2_0_extensions(struct gl_context *ctx)
{
-#if FEATURE_ARB_fragment_shader
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;
-#endif
-#if FEATURE_ARB_shading_language_100
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
-#endif
ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
-#if FEATURE_ARB_vertex_shader
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
-#endif
}
void
_mesa_enable_2_1_extensions(struct gl_context *ctx)
{
-#if FEATURE_EXT_pixel_buffer_object
ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
-#endif
-#if FEATURE_EXT_texture_sRGB
ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
-#endif
}
/* Then, selectively turn default extensions on. */
ctx->Extensions.dummy_true = GL_TRUE;
+ ctx->Extensions.EXT_texture3D = GL_TRUE;
for (j = default_extensions; *j != 0; ++j)
base[*j] = GL_TRUE;
}
if (extra_extensions != NULL)
length += 1 + strlen(extra_extensions); /* +1 for space */
- exts = (char *) calloc(ALIGN(length + 1, 4), sizeof(char));
+ exts = calloc(ALIGN(length + 1, 4), sizeof(char));
if (exts == NULL) {
free(extra_extensions);
return NULL;
base = (GLboolean *) &ctx->Extensions;
for (i = extension_table; i->name != 0; ++i) {
- if (base[i->offset]) {
+ if (base[i->offset] && (i->api_set & (1 << ctx->API))) {
ctx->Extensions.Count++;
}
}
base = (GLboolean*) &ctx->Extensions;
n = 0;
for (i = extension_table; i->name != 0; ++i) {
- if (n == index && base[i->offset]) {
- return (const GLubyte*) i->name;
- } else if (base[i->offset]) {
- ++n;
+ if (base[i->offset] && (i->api_set & (1 << ctx->API))) {
+ if (n == index)
+ return (const GLubyte*) i->name;
+ else
+ ++n;
}
}