#include "main/formats.h" /* MESA_FORMAT_COUNT */
-/**
- * Color channel data type.
- */
-#if CHAN_BITS == 8
- typedef GLubyte GLchan;
-#define CHAN_MAX 255
-#define CHAN_MAXF 255.0F
-#define CHAN_TYPE GL_UNSIGNED_BYTE
-#elif CHAN_BITS == 16
- typedef GLushort GLchan;
-#define CHAN_MAX 65535
-#define CHAN_MAXF 65535.0F
-#define CHAN_TYPE GL_UNSIGNED_SHORT
-#elif CHAN_BITS == 32
- typedef GLfloat GLchan;
-#define CHAN_MAX 1.0
-#define CHAN_MAXF 1.0F
-#define CHAN_TYPE GL_FLOAT
-#else
-#error "illegal number of color channel bits"
-#endif
-
-
-/**
- * Stencil buffer data type.
- */
-#if STENCIL_BITS==8
- typedef GLubyte GLstencil;
-#elif STENCIL_BITS==16
- typedef GLushort GLstencil;
-#else
-# error "illegal number of stencil bits"
+#ifdef __cplusplus
+extern "C" {
#endif
struct gl_attrib_node;
struct gl_list_extensions;
struct gl_meta_state;
-struct gl_pixelstore_attrib;
struct gl_program_cache;
-struct gl_texture_format;
-struct gl_texture_image;
struct gl_texture_object;
struct gl_context;
struct st_context;
+struct gl_uniform_storage;
/*@}*/
/**
* Indexes for vertex program result attributes. Note that
- * vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
+ * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
* assumptions about the layout of this enum.
*/
typedef enum
VERT_RESULT_BFC0 = 13,
VERT_RESULT_BFC1 = 14,
VERT_RESULT_EDGE = 15,
- VERT_RESULT_VAR0 = 16, /**< shader varying */
+ VERT_RESULT_CLIP_VERTEX = 16,
+ VERT_RESULT_CLIP_DIST0 = 17,
+ VERT_RESULT_CLIP_DIST1 = 18,
+ VERT_RESULT_VAR0 = 19, /**< shader varying */
VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
} gl_vert_result;
/**
* Indexes for fragment program input attributes. Note that
- * vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
+ * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
* assumptions about the layout of this enum.
*/
typedef enum
FRAG_ATTRIB_TEX7 = 11,
FRAG_ATTRIB_FACE = 12, /**< front/back face */
FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
- FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
+ FRAG_ATTRIB_CLIP_DIST0 = 14,
+ FRAG_ATTRIB_CLIP_DIST1 = 15,
+ FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
} gl_frag_attrib;
+
/**
* Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
*
* (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
* VERT_RESULT_EDGE) are converted to a value of -1.
*/
-static inline int vert_result_to_frag_attrib(int vert_result)
+static inline int
+_mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
{
- if (vert_result >= VERT_RESULT_VAR0)
- return vert_result - VERT_RESULT_VAR0 + FRAG_ATTRIB_VAR0;
+ if (vert_result >= VERT_RESULT_CLIP_DIST0)
+ return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
else if (vert_result <= VERT_RESULT_TEX7)
return vert_result;
else
return -1;
}
+
/**
* Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
*
* gl_frag_attrib values which have no corresponding gl_vert_result
* (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
*/
-static inline int frag_attrib_to_vert_result(int frag_attrib)
+static inline int
+_mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
{
if (frag_attrib <= FRAG_ATTRIB_TEX7)
return frag_attrib;
- else if (frag_attrib >= FRAG_ATTRIB_VAR0)
- return frag_attrib - FRAG_ATTRIB_VAR0 + VERT_RESULT_VAR0;
+ else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
+ return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
else
return -1;
}
+
/**
* Bitflags for fragment program input attributes.
*/
};
-/**
- * Data structure for color tables
- */
-struct gl_color_table
-{
- GLenum InternalFormat; /**< The user-specified format */
- GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
- GLuint Size; /**< number of entries in table */
- GLfloat *TableF; /**< Color table, floating point values */
- GLubyte *TableUB; /**< Color table, ubyte values */
- GLubyte RedSize;
- GLubyte GreenSize;
- GLubyte BlueSize;
- GLubyte AlphaSize;
- GLubyte LuminanceSize;
- GLubyte IntensitySize;
-};
-
-
/**
* \name Bit flags used for updating material values.
*/
};
+/**
+ * Used for storing clear color, texture border color, etc.
+ * The float values are typically unclamped.
+ */
+union gl_color_union
+{
+ GLfloat f[4];
+ GLint i[4];
+ GLuint ui[4];
+};
+
+
/**
* Color buffer attribute group (GL_COLOR_BUFFER_BIT).
*/
struct gl_colorbuffer_attrib
{
- GLuint ClearIndex; /**< Index to use for glClear */
- GLfloat ClearColorUnclamped[4]; /**< Color to use for glClear*/
- GLclampf ClearColor[4]; /**< Color to use for glClear */
-
- GLuint IndexMask; /**< Color index write mask */
- GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
+ GLuint ClearIndex; /**< Index for glClear */
+ union gl_color_union ClearColor; /**< Color for glClear, unclamped */
+ GLuint IndexMask; /**< Color index write mask */
+ GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
/*@{*/
GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
- /* NOTE: this does _not_ depend on fragment clamping or any other clamping control,
- * only on the fixed-pointness of the render target.
+ /* NOTE: this does _not_ depend on fragment clamping or any other clamping
+ * control, only on the fixed-pointness of the render target.
* The query does however depend on fragment color clamping.
*/
GLfloat BlendColorUnclamped[4]; /**< Blending color */
GLenum LogicOp; /**< Logic operator */
GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
- GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
/*@}*/
GLboolean DitherFlag; /**< Dither enable flag */
GLboolean ColorSumEnabled;
GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
+ GLenum FogDistanceMode; /**< GL_NV_fog_distance */
};
TEXTURE_BUFFER_INDEX,
TEXTURE_2D_ARRAY_INDEX,
TEXTURE_1D_ARRAY_INDEX,
+ TEXTURE_EXTERNAL_INDEX,
TEXTURE_CUBE_INDEX,
TEXTURE_3D_INDEX,
TEXTURE_RECT_INDEX,
#define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
+#define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
/**
- * Texel fetch function prototype. We use texel fetch functions to
- * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
- * texture images. These functions help to isolate us from the gritty
- * details of all the various texture image encodings.
- *
- * \param texImage texture image.
- * \param col texel column.
- * \param row texel row.
- * \param img texel image level/layer.
- * \param texelOut output texel (up to 4 GLchans)
- */
-typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
- GLint col, GLint row, GLint img,
- GLchan *texelOut );
-
-/**
- * As above, but returns floats.
- * Used for depth component images and for upcoming signed/float
- * texture images.
- */
-typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
- GLint col, GLint row, GLint img,
- GLfloat *texelOut );
-
-
-typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
- GLint col, GLint row, GLint img,
- const void *texel);
-
-
-/**
- * Texture image state. Describes the dimensions of a texture image,
- * the texel format and pointers to Texel Fetch functions.
+ * Texture image state. Drivers will typically create a subclass of this
+ * with extra fields for memory buffers, etc.
*/
struct gl_texture_image
{
GLuint HeightLog2; /**< = log2(Height2) */
GLuint DepthLog2; /**< = log2(Depth2) */
GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
- GLfloat WidthScale; /**< used for mipmap LOD computation */
- GLfloat HeightScale; /**< used for mipmap LOD computation */
- GLfloat DepthScale; /**< used for mipmap LOD computation */
- GLboolean IsClientData; /**< Data owned by client? */
- GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
struct gl_texture_object *TexObject; /**< Pointer back to parent object */
GLuint Level; /**< Which mipmap level am I? */
/** Cube map face: index into gl_texture_object::Image[] array */
GLuint Face;
-
- FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
- FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
-
- GLuint RowStride; /**< Padded width in units of texels */
- GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
- each 2D slice in 'Data', in texels */
- GLvoid *Data; /**< Image data, accessed via FetchTexel() */
-
- /**
- * \name For device driver:
- */
- /*@{*/
- void *DriverData; /**< Arbitrary device driver data */
- /*@}*/
};
GLenum WrapR; /**< R-axis texture image wrap mode */
GLenum MinFilter; /**< minification filter */
GLenum MagFilter; /**< magnification filter */
- union {
- GLfloat f[4];
- GLuint ui[4];
- GLint i[4];
- } BorderColor; /**< Interpreted according to texture format */
+ union gl_color_union BorderColor; /**< Interpreted according to texture format */
GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
GLfloat LodBias; /**< OpenGL 1.4 */
/* deprecated sampler state */
GLenum DepthMode; /**< GL_ARB_depth_texture */
-
- /** Is the texture object complete with respect to this sampler? */
- GLboolean _CompleteTexture;
};
GLboolean _Complete; /**< Is texture object complete? */
GLboolean _RenderToTexture; /**< Any rendering to this texture? */
GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
+ GLboolean Immutable; /**< GL_ARB_texture_storage */
/** Actual texture images, indexed by [cube face] and [mipmap level] */
struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
struct gl_buffer_object *BufferObject;
GLenum BufferObjectFormat;
- /**
- * \name For device driver.
- * Note: instead of attaching driver data to this pointer, it's preferable
- * to instead use this struct as a base class for your own texture object
- * class. Driver->NewTextureObject() can be used to implement the
- * allocation.
- */
- void *DriverData; /**< Arbitrary device driver data */
+ /** GL_OES_EGL_image_external */
+ GLint RequiredTextureImageUnits;
};
};
+/**
+ * Data structure representing a single clip plane (e.g. one of the elements
+ * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
+ */
+typedef GLfloat gl_clip_plane[4];
+
+
/**
* Transformation attribute group (GL_TRANSFORM_BIT).
*/
struct gl_transform_attrib
{
GLenum MatrixMode; /**< Matrix mode */
- GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
- GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
+ gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
+ gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
GLboolean Normalize; /**< Normalize all normals? */
GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
GLintptr Offset; /**< Mapped offset */
GLsizeiptr Length; /**< Mapped length */
/*@}*/
+ GLboolean DeletePending; /**< true if buffer object is removed from the hash */
GLboolean Written; /**< Ever written to? (for debugging) */
GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
};
GLint SkipImages;
GLboolean SwapBytes;
GLboolean LsbFirst;
- GLboolean ClientStorage; /**< GL_APPLE_client_storage */
GLboolean Invert; /**< GL_MESA_pack_invert */
struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
};
typedef enum
{
SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
+ SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
SYSTEM_VALUE_MAX /**< Number of values */
} gl_system_value;
+/**
+ * The possible interpolation qualifiers that can be applied to a fragment
+ * shader input in GLSL.
+ *
+ * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
+ * gl_fragment_program data structure to 0 causes the default behavior.
+ */
+enum glsl_interp_qualifier
+{
+ INTERP_QUALIFIER_NONE = 0,
+ INTERP_QUALIFIER_SMOOTH,
+ INTERP_QUALIFIER_FLAT,
+ INTERP_QUALIFIER_NOPERSPECTIVE
+};
+
+
/** Vertex and fragment instructions */
struct prog_instruction;
struct gl_program_parameter_list;
struct gl_uniform_list;
+/** Post-link transform feedback info. */
+struct gl_transform_feedback_info {
+ unsigned NumOutputs;
+
+ struct {
+ unsigned OutputRegister;
+ unsigned OutputBuffer;
+ unsigned NumComponents;
+ } Outputs[MAX_PROGRAM_OUTPUTS];
+};
/**
* Base class for any kind of program object
/** Numbered local parameters */
GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
- /** Vertex/fragment shader varying vars */
- struct gl_program_parameter_list *Varying;
- /** Vertex program user-defined attributes */
- struct gl_program_parameter_list *Attributes;
-
/** Map from sampler unit to texture unit (set by glUniform1i()) */
GLubyte SamplerUnits[MAX_SAMPLERS];
/** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
struct gl_program Base; /**< base class */
GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
GLboolean IsPositionInvariant;
+ GLboolean UsesClipDistance;
};
GLboolean OriginUpperLeft;
GLboolean PixelCenterInteger;
enum gl_frag_depth_layout FragDepthLayout;
+
+ /**
+ * GLSL interpolation qualifier associated with each fragment shader input.
+ * For inputs that do not have an interpolation qualifier specified in
+ * GLSL, the value is INTERP_QUALIFIER_NONE.
+ */
+ enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
};
GLboolean _Enabled; /**< Enabled and _valid_ user program? */
GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
+ /** Computed two sided lighting for fixed function/programs. */
+ GLboolean _TwoSideEnabled;
struct gl_vertex_program *Current; /**< User-bound vertex program */
/** Currently enabled and valid vertex program (including internal
unsigned Version; /**< GLSL version used for linking */
+ unsigned num_samplers; /**< Number of samplers used by this shader.
+ * This field is only set post-linking.
+ */
+ /**
+ * Number of uniform components used by this shader.
+ *
+ * This field is only set post-linking.
+ */
+ unsigned num_uniform_components;
+
struct exec_list *ir;
struct glsl_symbol_table *symbols;
GLint RefCount; /**< Reference count */
GLboolean DeletePending;
+ /**
+ * Flags that the linker should not reject the program if it lacks
+ * a vertex or fragment shader. GLES2 doesn't allow separate
+ * shader objects, and would reject them. However, we internally
+ * build separate shader objects for fixed function programs, which
+ * we use for drivers/common/meta.c and for handling
+ * _mesa_update_state with no program bound (for example in
+ * glClear()).
+ */
+ GLboolean InternalSeparateShader;
+
GLuint NumShaders; /**< number of attached shaders */
struct gl_shader **Shaders; /**< List of attached the shaders */
- /** User-defined attribute bindings (glBindAttribLocation) */
- struct gl_program_parameter_list *Attributes;
+ /**
+ * User-defined attribute bindings
+ *
+ * These are set via \c glBindAttribLocation and are used to direct the
+ * GLSL linker. These are \b not the values used in the compiled shader,
+ * and they are \b not the values returned by \c glGetAttribLocation.
+ */
+ struct string_to_uint_map *AttributeBindings;
+
+ /**
+ * User-defined fragment data bindings
+ *
+ * These are set via \c glBindFragDataLocation and are used to direct the
+ * GLSL linker. These are \b not the values used in the compiled shader,
+ * and they are \b not the values returned by \c glGetFragDataLocation.
+ */
+ struct string_to_uint_map *FragDataBindings;
/** Transform feedback varyings */
struct {
GLchar **VaryingNames; /**< Array [NumVarying] of char * */
} TransformFeedback;
+ /** Post-link transform feedback info. */
+ struct gl_transform_feedback_info LinkedTransformFeedback;
+
+ /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
+ enum gl_frag_depth_layout FragDepthLayout;
+
/** Geometry shader state - copied into gl_geometry_program at link time */
struct {
GLint VerticesOut;
GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
} Geom;
+ /** Vertex shader state - copied into gl_vertex_program at link time */
+ struct {
+ GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
+ } Vert;
+
/* post-link info: */
- struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
- struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
- struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
- struct gl_uniform_list *Uniforms;
+ unsigned NumUserUniformStorage;
+ struct gl_uniform_storage *UniformStorage;
+
+ /**
+ * Map of active uniform names to locations
+ *
+ * Maps any active uniform that is not an array element to a location.
+ * Each active uniform, including individual structure members will appear
+ * in this map. This roughly corresponds to the set of names that would be
+ * enumerated by \c glGetActiveUniform.
+ */
+ struct string_to_uint_map *UniformHash;
+
+ /**
+ * Map from sampler unit to texture unit (set by glUniform1i())
+ *
+ * A sampler unit is associated with each sampler uniform by the linker.
+ * The sampler unit associated with each uniform is stored in the
+ * \c gl_uniform_storage::sampler field.
+ */
+ GLubyte SamplerUnits[MAX_SAMPLERS];
+ /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
+ gl_texture_index SamplerTargets[MAX_SAMPLERS];
+
struct gl_program_parameter_list *Varying;
GLboolean LinkStatus; /**< GL_LINK_STATUS */
GLboolean Validated;
GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
GLboolean EmitNoPow; /**< Emit POW opcodes? */
+ GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
/**
* \name Forms of indirect addressing the driver cannot do.
/* GL_ARB_robustness */
GLenum ResetStrategy;
+
+ /**
+ * Whether the implementation strips out and ignores texture borders.
+ *
+ * Many GPU hardware implementations don't support rendering with texture
+ * borders and mipmapped textures. (Note: not static border color, but the
+ * old 1-pixel border around each edge). Implementations then have to do
+ * slow fallbacks to be correct, or just ignore the border and be fast but
+ * wrong. Setting the flag stripts the border off of TexImage calls,
+ * providing "fast but wrong" at significantly reduced driver complexity.
+ *
+ * Texture borders are deprecated in GL 3.0.
+ **/
+ GLboolean StripTextureBorder;
};
GLboolean ARB_ES2_compatibility;
GLboolean ARB_blend_func_extended;
GLboolean ARB_color_buffer_float;
+ GLboolean ARB_conservative_depth;
GLboolean ARB_copy_buffer;
GLboolean ARB_depth_buffer_float;
GLboolean ARB_depth_clamp;
GLboolean ARB_depth_texture;
- GLboolean ARB_draw_buffers;
GLboolean ARB_draw_buffers_blend;
GLboolean ARB_draw_elements_base_vertex;
GLboolean ARB_draw_instanced;
GLboolean ARB_half_float_vertex;
GLboolean ARB_instanced_arrays;
GLboolean ARB_map_buffer_range;
- GLboolean ARB_multisample;
- GLboolean ARB_multitexture;
GLboolean ARB_occlusion_query;
GLboolean ARB_occlusion_query2;
GLboolean ARB_point_sprite;
GLboolean ARB_sync;
GLboolean ARB_texture_border_clamp;
GLboolean ARB_texture_buffer_object;
- GLboolean ARB_texture_compression;
GLboolean ARB_texture_compression_rgtc;
GLboolean ARB_texture_cube_map;
GLboolean ARB_texture_env_combine;
GLboolean ARB_texture_env_crossbar;
GLboolean ARB_texture_env_dot3;
GLboolean ARB_texture_float;
- GLboolean ARB_texture_mirrored_repeat;
GLboolean ARB_texture_multisample;
GLboolean ARB_texture_non_power_of_two;
GLboolean ARB_texture_rg;
GLboolean ARB_texture_rgb10_a2ui;
+ GLboolean ARB_texture_storage;
GLboolean ARB_timer_query;
GLboolean ARB_transform_feedback2;
GLboolean ARB_transpose_matrix;
GLboolean ARB_uniform_buffer_object;
GLboolean ARB_vertex_array_object;
- GLboolean ARB_vertex_buffer_object;
GLboolean ARB_vertex_program;
GLboolean ARB_vertex_shader;
GLboolean ARB_vertex_type_2_10_10_10_rev;
GLboolean ARB_window_pos;
- GLboolean EXT_abgr;
- GLboolean EXT_bgra;
GLboolean EXT_blend_color;
GLboolean EXT_blend_equation_separate;
GLboolean EXT_blend_func_separate;
- GLboolean EXT_blend_logic_op;
GLboolean EXT_blend_minmax;
- GLboolean EXT_blend_subtract;
GLboolean EXT_clip_volume_hint;
GLboolean EXT_compiled_vertex_array;
- GLboolean EXT_copy_texture;
GLboolean EXT_depth_bounds_test;
GLboolean EXT_draw_buffers2;
GLboolean EXT_draw_range_elements;
GLboolean EXT_framebuffer_sRGB;
GLboolean EXT_gpu_program_parameters;
GLboolean EXT_gpu_shader4;
- GLboolean EXT_multi_draw_arrays;
GLboolean EXT_packed_depth_stencil;
GLboolean EXT_packed_float;
GLboolean EXT_packed_pixels;
GLboolean EXT_pixel_buffer_object;
GLboolean EXT_point_parameters;
- GLboolean EXT_polygon_offset;
GLboolean EXT_provoking_vertex;
GLboolean EXT_rescale_normal;
GLboolean EXT_shadow_funcs;
GLboolean EXT_secondary_color;
GLboolean EXT_separate_shader_objects;
GLboolean EXT_separate_specular_color;
- GLboolean EXT_stencil_wrap;
GLboolean EXT_stencil_two_side;
- GLboolean EXT_subtexture;
- GLboolean EXT_texture;
- GLboolean EXT_texture_object;
GLboolean EXT_texture3D;
GLboolean EXT_texture_array;
GLboolean EXT_texture_compression_latc;
GLboolean EXT_texture_compression_s3tc;
- GLboolean EXT_texture_env_add;
- GLboolean EXT_texture_env_combine;
GLboolean EXT_texture_env_dot3;
GLboolean EXT_texture_filter_anisotropic;
GLboolean EXT_texture_integer;
- GLboolean EXT_texture_lod_bias;
GLboolean EXT_texture_mirror_clamp;
GLboolean EXT_texture_shared_exponent;
GLboolean EXT_texture_snorm;
GLboolean EXT_texture_swizzle;
GLboolean EXT_transform_feedback;
GLboolean EXT_timer_query;
- GLboolean EXT_vertex_array;
GLboolean EXT_vertex_array_bgra;
- GLboolean EXT_vertex_array_set;
GLboolean OES_standard_derivatives;
/* vendor extensions */
- GLboolean AMD_conservative_depth;
GLboolean AMD_seamless_cubemap_per_texture;
- GLboolean APPLE_client_storage;
GLboolean APPLE_packed_pixels;
GLboolean APPLE_vertex_array_object;
GLboolean APPLE_object_purgeable;
GLboolean MESA_texture_array;
GLboolean NV_blend_square;
GLboolean NV_conditional_render;
+ GLboolean NV_fog_distance;
GLboolean NV_fragment_program;
GLboolean NV_fragment_program_option;
GLboolean NV_light_max_exponent;
GLboolean NV_texture_rectangle;
GLboolean NV_vertex_program;
GLboolean NV_vertex_program1_1;
- GLboolean OES_read_format;
- GLboolean SGIS_generate_mipmap;
- GLboolean SGIS_texture_edge_clamp;
GLboolean SGIS_texture_lod;
GLboolean TDFX_texture_compression_FXT1;
GLboolean S3_s3tc;
GLboolean OES_EGL_image;
GLboolean OES_draw_texture;
- GLboolean EXT_texture_format_BGRA8888;
+ GLboolean OES_EGL_image_external;
GLboolean extension_sentinel;
/** The extension string */
const GLubyte *String;
+#ifdef __cplusplus
+}
+#endif
+
#endif /* MTYPES_H */