temp = screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SHADER_OUTPUT_RESOURCES);
if (temp > 0 && c->MaxCombinedShaderOutputResources > temp)
c->MaxCombinedShaderOutputResources = temp;
+
+ c->VertexBufferOffsetIsInt32 =
+ screen->get_param(screen, PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET);
}
{ o(OES_texture_float_linear), PIPE_CAP_TEXTURE_FLOAT_LINEAR },
{ o(OES_texture_half_float_linear), PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR },
{ o(OES_texture_view), PIPE_CAP_SAMPLER_VIEW_TARGET },
+ { o(INTEL_blackhole_render), PIPE_CAP_FRONTEND_NOOP, },
};
/* Required: render target and sampler support */
{ PIPE_FORMAT_R8_UNORM,
PIPE_FORMAT_R8G8_UNORM } },
+ { { o(EXT_texture_norm16) },
+ { PIPE_FORMAT_R16_UNORM,
+ PIPE_FORMAT_R16G16_UNORM,
+ PIPE_FORMAT_R16G16B16A16_UNORM } },
+
{ { o(EXT_render_snorm) },
{ PIPE_FORMAT_R8_SNORM,
PIPE_FORMAT_R8G8_SNORM,
extensions->MESA_framebuffer_flip_y = GL_TRUE;
extensions->MESA_pack_invert = GL_TRUE;
+ extensions->NV_copy_image = GL_TRUE;
extensions->NV_fog_distance = GL_TRUE;
extensions->NV_texture_env_combine4 = GL_TRUE;
extensions->NV_texture_rectangle = GL_TRUE;