#define ON GL_TRUE
#define OFF GL_FALSE
-static struct {
+static const struct {
GLboolean enabled;
const char *name;
int flag_offset;
{ OFF, "GL_ARB_vertex_buffer_object", F(ARB_vertex_buffer_object) },
{ OFF, "GL_ARB_vertex_program", F(ARB_vertex_program) },
{ ON, "GL_ARB_window_pos", F(ARB_window_pos) },
- { OFF, "GL_ATI_texture_mirror_once", F(ATI_texture_mirror_once)},
- { OFF, "GL_ATI_texture_env_combine3", F(ATI_texture_env_combine3)},
{ ON, "GL_EXT_abgr", 0 },
{ ON, "GL_EXT_bgra", 0 },
{ OFF, "GL_EXT_blend_color", F(EXT_blend_color) },
{ OFF, "GL_EXT_blend_logic_op", F(EXT_blend_logic_op) },
{ OFF, "GL_EXT_blend_minmax", F(EXT_blend_minmax) },
{ OFF, "GL_EXT_blend_subtract", F(EXT_blend_subtract) },
- { ON, "GL_EXT_clip_volume_hint", F(EXT_clip_volume_hint) },
- { OFF, "GL_EXT_convolution", F(EXT_convolution) },
+ { ON, "GL_EXT_clip_volume_hint", 0 },
{ ON, "GL_EXT_compiled_vertex_array", F(EXT_compiled_vertex_array) },
+ { OFF, "GL_EXT_convolution", F(EXT_convolution) },
+ { ON, "GL_EXT_copy_texture", 0 },
{ OFF, "GL_EXT_depth_bounds_test", F(EXT_depth_bounds_test) },
+ { ON, "GL_EXT_draw_range_elements", 0 },
{ OFF, "GL_EXT_fog_coord", F(EXT_fog_coord) },
{ OFF, "GL_EXT_histogram", F(EXT_histogram) },
{ OFF, "GL_EXT_multi_draw_arrays", F(EXT_multi_draw_arrays) },
- { ON, "GL_EXT_packed_pixels", F(EXT_packed_pixels) },
+ { ON, "GL_EXT_packed_pixels", 0 },
{ OFF, "GL_EXT_paletted_texture", F(EXT_paletted_texture) },
{ OFF, "GL_EXT_point_parameters", F(EXT_point_parameters) },
- { ON, "GL_EXT_polygon_offset", F(EXT_polygon_offset) },
- { ON, "GL_EXT_rescale_normal", F(EXT_rescale_normal) },
+ { ON, "GL_EXT_polygon_offset", 0 },
+ { ON, "GL_EXT_rescale_normal", 0 },
{ OFF, "GL_EXT_secondary_color", F(EXT_secondary_color) },
+ { ON, "GL_EXT_separate_specular_color", 0 },
{ OFF, "GL_EXT_shadow_funcs", F(EXT_shadow_funcs) },
{ OFF, "GL_EXT_shared_texture_palette", F(EXT_shared_texture_palette) },
- { OFF, "GL_EXT_stencil_wrap", F(EXT_stencil_wrap) },
{ OFF, "GL_EXT_stencil_two_side", F(EXT_stencil_two_side) },
+ { OFF, "GL_EXT_stencil_wrap", F(EXT_stencil_wrap) },
+ { ON, "GL_EXT_subtexture", 0 },
+ { ON, "GL_EXT_texture", 0 },
{ ON, "GL_EXT_texture3D", F(EXT_texture3D) },
{ OFF, "GL_EXT_texture_compression_s3tc", F(EXT_texture_compression_s3tc) },
- { OFF, "GL_EXT_texture_edge_clamp", F(SGIS_texture_edge_clamp) },
+ { ON, "GL_EXT_texture_edge_clamp", F(SGIS_texture_edge_clamp) },
{ OFF, "GL_EXT_texture_env_add", F(EXT_texture_env_add) },
{ OFF, "GL_EXT_texture_env_combine", F(EXT_texture_env_combine) },
{ OFF, "GL_EXT_texture_env_dot3", F(EXT_texture_env_dot3) },
{ OFF, "GL_EXT_texture_filter_anisotropic", F(EXT_texture_filter_anisotropic) },
- { ON, "GL_EXT_texture_object", F(EXT_texture_object) },
+ { ON, "GL_EXT_texture_object", 0 },
{ OFF, "GL_EXT_texture_lod_bias", F(EXT_texture_lod_bias) },
{ ON, "GL_EXT_vertex_array", 0 },
{ OFF, "GL_EXT_vertex_array_set", F(EXT_vertex_array_set) },
+ { OFF, "GL_3DFX_texture_compression_FXT1", F(TDFX_texture_compression_FXT1) },
+ { OFF, "GL_APPLE_client_storage", F(APPLE_client_storage) },
+ { ON, "GL_APPLE_packed_pixels", 0 },
+ { OFF, "GL_ATI_texture_env_combine3", F(ATI_texture_env_combine3)},
+ { OFF, "GL_ATI_texture_mirror_once", F(ATI_texture_mirror_once)},
{ OFF, "GL_HP_occlusion_test", F(HP_occlusion_test) },
{ ON, "GL_IBM_rasterpos_clip", F(IBM_rasterpos_clip) },
{ OFF, "GL_IBM_texture_mirrored_repeat", F(ARB_texture_mirrored_repeat)},
- { OFF, "GL_INGR_blend_func_separate", F(INGR_blend_func_separate) },
+ { OFF, "GL_INGR_blend_func_separate", F(EXT_blend_func_separate) },
{ OFF, "GL_MESA_pack_invert", F(MESA_pack_invert) },
{ OFF, "GL_MESA_packed_depth_stencil", 0 },
{ OFF, "GL_MESA_resize_buffers", F(MESA_resize_buffers) },
{ OFF, "GL_MESA_ycbcr_texture", F(MESA_ycbcr_texture) },
- { ON, "GL_MESA_window_pos", F(MESA_window_pos) },
+ { ON, "GL_MESA_window_pos", F(ARB_window_pos) },
{ OFF, "GL_NV_blend_square", F(NV_blend_square) },
- { ON, "GL_NV_light_max_exponent", F(NV_light_max_exponent) },
+ { OFF, "GL_NV_fragment_program", F(NV_fragment_program) },
+ { ON, "GL_NV_light_max_exponent", 0 },
{ OFF, "GL_NV_point_sprite", F(NV_point_sprite) },
{ OFF, "GL_NV_texture_rectangle", F(NV_texture_rectangle) },
- { ON, "GL_NV_texgen_reflection", F(NV_texgen_reflection) },
- { OFF, "GL_NV_fragment_program", F(NV_fragment_program) },
+ { ON, "GL_NV_texgen_reflection", 0 },
{ OFF, "GL_NV_vertex_program", F(NV_vertex_program) },
{ OFF, "GL_NV_vertex_program1_1", F(NV_vertex_program1_1) },
{ OFF, "GL_SGI_color_matrix", F(SGI_color_matrix) },
{ OFF, "GL_SGIS_generate_mipmap", F(SGIS_generate_mipmap) },
{ OFF, "GL_SGIS_pixel_texture", F(SGIS_pixel_texture) },
{ OFF, "GL_SGIS_texture_border_clamp", F(ARB_texture_border_clamp) },
- { OFF, "GL_SGIS_texture_edge_clamp", F(SGIS_texture_edge_clamp) },
+ { ON, "GL_SGIS_texture_edge_clamp", F(SGIS_texture_edge_clamp) },
+ { ON, "GL_SGIS_texture_lod", 0 },
{ OFF, "GL_SGIX_depth_texture", F(SGIX_depth_texture) },
{ OFF, "GL_SGIX_pixel_texture", F(SGIX_pixel_texture) },
{ OFF, "GL_SGIX_shadow", F(SGIX_shadow) },
{ OFF, "GL_SGIX_shadow_ambient", F(SGIX_shadow_ambient) },
- { OFF, "GL_3DFX_texture_compression_FXT1", F(TDFX_texture_compression_FXT1) },
- { OFF, "GL_APPLE_client_storage", F(APPLE_client_storage) }
};