GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
GLfloat LodBias; /**< for biasing mipmap levels */
- GLenum BumpTarget;
- GLfloat RotMatrix[4]; /* 2x2 matrix */
/** Current sampler object (GL_ARB_sampler_objects) */
struct gl_sampler_object *Sampler;
};
+/** Used to signal when transitioning from one kind of drawing method
+ * to another.
+ */
+typedef enum {
+ DRAW_NONE, /**< Initial value only */
+ DRAW_BEGIN_END,
+ DRAW_DISPLAY_LIST,
+ DRAW_ARRAYS
+} gl_draw_method;
+
+
/**
* Vertex array state
*/
* The array pointer is set up only by the VBO module.
*/
const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
+
+ /** One of the DRAW_xxx flags, not consumed by drivers */
+ gl_draw_method DrawMethod;
};
GLuint Binding;
/**
- * Minimum size of a buffer object to back this uniform buffer
+ * Minimum size (in bytes) of a buffer object to back this uniform buffer
* (GL_UNIFORM_BLOCK_DATA_SIZE).
*/
GLuint UniformBufferSize;
struct gl_query_object *CondRenderQuery;
/** GL_EXT_transform_feedback */
- struct gl_query_object *PrimitivesGenerated;
- struct gl_query_object *PrimitivesWritten;
+ struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
+ struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
/** GL_ARB_timer_query */
struct gl_query_object *TimeElapsed;
*/
GLuint ForceGLSLVersion;
+ /**
+ * Allow GLSL #extension directives in the middle of shaders.
+ */
+ GLboolean AllowGLSLExtensionDirectiveMidShader;
+
/**
* Does the driver support real 32-bit integers? (Otherwise, integers are
* simulated via floats.)
*/
GLuint UniformBooleanTrue;
- /** Which texture units support GL_ATI_envmap_bumpmap as targets */
- GLbitfield SupportedBumpUnits;
-
/**
* Maximum amount of time, measured in nanseconds, that the server can wait.
*/
GLboolean ARB_base_instance;
GLboolean ARB_blend_func_extended;
GLboolean ARB_buffer_storage;
+ GLboolean ARB_clear_texture;
GLboolean ARB_color_buffer_float;
GLboolean ARB_compute_shader;
GLboolean ARB_conservative_depth;
GLboolean AMD_performance_monitor;
GLboolean AMD_seamless_cubemap_per_texture;
GLboolean AMD_vertex_shader_layer;
+ GLboolean AMD_vertex_shader_viewport_index;
GLboolean APPLE_object_purgeable;
- GLboolean ATI_envmap_bumpmap;
GLboolean ATI_texture_compression_3dc;
GLboolean ATI_texture_mirror_once;
GLboolean ATI_texture_env_combine3;