EXTRA_EXT(ARB_depth_clamp);
EXTRA_EXT(ATI_fragment_shader);
EXTRA_EXT(EXT_framebuffer_blit);
-EXTRA_EXT(ARB_shader_objects);
EXTRA_EXT(EXT_provoking_vertex);
EXTRA_EXT(ARB_fragment_shader);
EXTRA_EXT(ARB_fragment_program);
EXTRA_END,
};
+static const int extra_gl32_ARB_geometry_shader4[] = {
+ EXTRA_VERSION_32,
+ EXT(ARB_geometry_shader4),
+ EXTRA_END
+};
+
static const int
extra_ARB_vertex_program_api_es2[] = {
EXT(ARB_vertex_program),
void _mesa_init_get_hash(struct gl_context *ctx)
{
#ifdef GET_DEBUG
- print_table_stats();
+ print_table_stats(ctx->API);
+#else
+ (void) ctx;
#endif
}
case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
v->value_int_n.n =
_mesa_get_compressed_formats(ctx, v->value_int_n.ints);
- ASSERT(v->value_int_n.n <= 100);
+ ASSERT(v->value_int_n.n <= (int) ARRAY_SIZE(v->value_int_n.ints));
break;
case GL_MAX_VARYING_FLOATS_ARB:
- case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
v->value_int = ctx->Const.MaxVarying * 4;
break;
case EXTRA_EXT_UBO_GS4:
api_check = GL_TRUE;
api_found = (ctx->Extensions.ARB_uniform_buffer_object &&
- ctx->Extensions.ARB_geometry_shader4);
+ _mesa_has_geometry_shaders(ctx));
break;
case EXTRA_END:
break;