#include "mtypes.h"
-#define F(x) (int)(uintptr_t)&(((struct gl_extensions *)0)->x)
+#define F(x) offsetof(struct gl_extensions, x)
#define ON GL_TRUE
#define OFF GL_FALSE
int flag_offset;
} default_extensions[] = {
{ OFF, "GL_ARB_depth_texture", F(ARB_depth_texture) },
- { OFF, "GL_ARB_draw_buffers", F(ARB_draw_buffers) },
+ { ON, "GL_ARB_draw_buffers", F(ARB_draw_buffers) },
{ 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_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_buffer_object", F(ARB_vertex_buffer_object) },
+ { ON, "GL_ARB_vertex_buffer_object", F(ARB_vertex_buffer_object) },
{ OFF, "GL_ARB_vertex_program", F(ARB_vertex_program) },
{ OFF, "GL_ARB_vertex_shader", F(ARB_vertex_shader) },
{ ON, "GL_ARB_window_pos", F(ARB_window_pos) },
{ OFF, "GL_EXT_blend_logic_op", F(EXT_blend_logic_op) },
{ OFF, "GL_EXT_blend_minmax", F(EXT_blend_minmax) },
{ OFF, "GL_EXT_blend_subtract", F(EXT_blend_subtract) },
- { ON, "GL_EXT_clip_volume_hint", F(EXT_clip_volume_hint) },
+ { OFF, "GL_EXT_clip_volume_hint", F(EXT_clip_volume_hint) },
{ OFF, "GL_EXT_cull_vertex", F(EXT_cull_vertex) },
{ ON, "GL_EXT_compiled_vertex_array", F(EXT_compiled_vertex_array) },
{ OFF, "GL_EXT_convolution", F(EXT_convolution) },
{ OFF, "GL_EXT_fog_coord", F(EXT_fog_coord) },
{ OFF, "GL_EXT_gpu_program_parameters", F(EXT_gpu_program_parameters) },
{ OFF, "GL_EXT_histogram", F(EXT_histogram) },
- { OFF, "GL_EXT_multi_draw_arrays", F(EXT_multi_draw_arrays) },
+ { ON, "GL_EXT_multi_draw_arrays", F(EXT_multi_draw_arrays) },
{ OFF, "GL_EXT_packed_depth_stencil", F(EXT_packed_depth_stencil) },
{ ON, "GL_EXT_packed_pixels", F(EXT_packed_pixels) },
{ OFF, "GL_EXT_paletted_texture", F(EXT_paletted_texture) },
{ OFF, "GL_EXT_pixel_buffer_object", F(EXT_pixel_buffer_object) },
{ OFF, "GL_EXT_point_parameters", F(EXT_point_parameters) },
{ ON, "GL_EXT_polygon_offset", F(EXT_polygon_offset) },
+ { OFF, "GL_EXT_provoking_vertex", F(EXT_provoking_vertex) },
{ ON, "GL_EXT_rescale_normal", F(EXT_rescale_normal) },
{ OFF, "GL_EXT_secondary_color", F(EXT_secondary_color) },
{ ON, "GL_EXT_separate_specular_color", F(EXT_separate_specular_color) },
{ ON, "GL_APPLE_packed_pixels", F(APPLE_packed_pixels) },
{ OFF, "GL_APPLE_vertex_array_object", F(APPLE_vertex_array_object) },
{ OFF, "GL_ATI_blend_equation_separate", F(EXT_blend_equation_separate) },
+ { OFF, "GL_ATI_envmap_bumpmap", F(ATI_envmap_bumpmap) },
{ OFF, "GL_ATI_texture_env_combine3", F(ATI_texture_env_combine3)},
{ OFF, "GL_ATI_texture_mirror_once", F(ATI_texture_mirror_once)},
{ OFF, "GL_ATI_fragment_shader", F(ATI_fragment_shader)},
{ OFF, "GL_ATI_separate_stencil", F(ATI_separate_stencil)},
- { OFF, "GL_IBM_multimode_draw_arrays", F(IBM_multimode_draw_arrays) },
+ { ON, "GL_IBM_multimode_draw_arrays", F(IBM_multimode_draw_arrays) },
{ ON, "GL_IBM_rasterpos_clip", F(IBM_rasterpos_clip) },
{ OFF, "GL_IBM_texture_mirrored_repeat", F(ARB_texture_mirrored_repeat)},
{ OFF, "GL_INGR_blend_func_separate", F(EXT_blend_func_separate) },
{ OFF, "GL_MESA_pack_invert", F(MESA_pack_invert) },
{ OFF, "GL_MESA_packed_depth_stencil", F(MESA_packed_depth_stencil) },
- { OFF, "GL_MESA_program_debug", F(MESA_program_debug) },
{ OFF, "GL_MESA_resize_buffers", F(MESA_resize_buffers) },
{ OFF, "GL_MESA_texture_array", F(MESA_texture_array) },
+ { OFF, "GL_MESA_texture_signed_rgba", F(MESA_texture_signed_rgba) },
{ 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_SGIS_texture_border_clamp", F(ARB_texture_border_clamp) },
{ ON, "GL_SGIS_texture_edge_clamp", F(SGIS_texture_edge_clamp) },
{ ON, "GL_SGIS_texture_lod", F(SGIS_texture_lod) },
- { OFF, "GL_SGIX_depth_texture", F(ARB_depth_texture) },
- { OFF, "GL_SUN_multi_draw_arrays", F(EXT_multi_draw_arrays) },
+ { ON, "GL_SUN_multi_draw_arrays", F(EXT_multi_draw_arrays) },
{ OFF, "GL_S3_s3tc", F(S3_s3tc) },
};
_mesa_enable_sw_extensions(GLcontext *ctx)
{
ctx->Extensions.ARB_depth_texture = GL_TRUE;
- ctx->Extensions.ARB_draw_buffers = GL_TRUE;
+ /*ctx->Extensions.ARB_draw_buffers = 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_shading_language_100 = GL_TRUE;
#endif
#if FEATURE_ARB_shading_language_120
- ctx->Extensions.ARB_shading_language_120 = GL_FALSE; /* not quite done */
+ ctx->Extensions.ARB_shading_language_120 = GL_TRUE;
#endif
ctx->Extensions.ARB_shadow = GL_TRUE;
ctx->Extensions.ARB_shadow_ambient = GL_TRUE;
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
#endif
#if FEATURE_ARB_vertex_buffer_object
- ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;
+ /*ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;*/
#endif
ctx->Extensions.APPLE_vertex_array_object = GL_TRUE;
+ ctx->Extensions.ATI_envmap_bumpmap = GL_TRUE;
#if FEATURE_ATI_fragment_shader
ctx->Extensions.ATI_fragment_shader = GL_TRUE;
#endif
ctx->Extensions.EXT_framebuffer_blit = GL_TRUE;
#endif
ctx->Extensions.EXT_histogram = GL_TRUE;
- ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;
+ /*ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;*/
ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
ctx->Extensions.EXT_paletted_texture = GL_TRUE;
#if FEATURE_EXT_pixel_buffer_object
#endif
ctx->Extensions.EXT_texture_swizzle = GL_TRUE;
ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
- ctx->Extensions.IBM_multimode_draw_arrays = GL_TRUE;
+ /*ctx->Extensions.IBM_multimode_draw_arrays = GL_TRUE;*/
ctx->Extensions.MESA_pack_invert = GL_TRUE;
-#if FEATURE_MESA_program_debug
- ctx->Extensions.MESA_program_debug = GL_TRUE;
-#endif
ctx->Extensions.MESA_resize_buffers = GL_TRUE;
ctx->Extensions.MESA_texture_array = GL_TRUE;
ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
ctx->Extensions.EXT_blend_minmax = GL_TRUE;
ctx->Extensions.EXT_blend_subtract = GL_TRUE;
ctx->Extensions.EXT_fog_coord = GL_TRUE;
- ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;
+ /*ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;*/
ctx->Extensions.EXT_point_parameters = GL_TRUE;
ctx->Extensions.EXT_secondary_color = GL_TRUE;
ctx->Extensions.EXT_stencil_wrap = GL_TRUE;
_mesa_enable_1_5_extensions(GLcontext *ctx)
{
ctx->Extensions.ARB_occlusion_query = GL_TRUE;
- ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;
+ /*ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;*/
ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
}
void
_mesa_enable_2_0_extensions(GLcontext *ctx)
{
- ctx->Extensions.ARB_draw_buffers = GL_TRUE;
+ /*ctx->Extensions.ARB_draw_buffers = GL_TRUE;*/
#if FEATURE_ARB_fragment_shader
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
#endif
ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
#endif
#ifdef FEATURE_ARB_shading_language_120
- ctx->Extensions.ARB_shading_language_120 = GL_FALSE; /* not quite done */
+ ctx->Extensions.ARB_shading_language_120 = GL_TRUE;
#endif
}