break;
case GL_TEXTURE_CUBE_MAP_SEAMLESS:
- if (!_mesa_is_desktop_gl(ctx))
+ if (!_mesa_has_ARB_seamless_cube_map(ctx))
goto invalid_enum_error;
- CHECK_EXTENSION(ARB_seamless_cube_map);
if (ctx->Texture.CubeMapSeamless != state) {
FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT);
ctx->Texture.CubeMapSeamless = state;
return ctx->ATIFragmentShader.Enabled;
case GL_TEXTURE_CUBE_MAP_SEAMLESS:
- if (!_mesa_is_desktop_gl(ctx))
+ if (!_mesa_has_ARB_seamless_cube_map(ctx))
goto invalid_enum_error;
- CHECK_EXTENSION(ARB_seamless_cube_map);
return ctx->Texture.CubeMapSeamless;
case GL_RASTERIZER_DISCARD: