ctx->Extensions.S3_s3tc = GL_FALSE;
}
+ if (ctx->Const.NativeIntegers) {
+ ctx->Extensions.ARB_shader_bit_encoding = GL_TRUE;
+ }
+
if (screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY,
PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
#if 0 /* XXX re-enable when GLSL compiler again supports geometry shaders */