if (extensions->ARB_gpu_shader5)
add_builtin_define(parser, "GL_ARB_gpu_shader5", 1);
+ if (extensions->ARB_gpu_shader_fp64)
+ add_builtin_define(parser, "GL_ARB_gpu_shader_fp64", 1);
+
if (extensions->AMD_vertex_shader_layer)
add_builtin_define(parser, "GL_AMD_vertex_shader_layer", 1);
EXT(ARB_fragment_coord_conventions, true, false, ARB_fragment_coord_conventions),
EXT(ARB_fragment_layer_viewport, true, false, ARB_fragment_layer_viewport),
EXT(ARB_gpu_shader5, true, false, ARB_gpu_shader5),
+ EXT(ARB_gpu_shader_fp64, true, false, ARB_gpu_shader_fp64),
EXT(ARB_sample_shading, true, false, ARB_sample_shading),
EXT(ARB_separate_shader_objects, true, false, dummy_true),
EXT(ARB_shader_atomic_counters, true, false, ARB_shader_atomic_counters),
bool ARB_fragment_layer_viewport_warn;
bool ARB_gpu_shader5_enable;
bool ARB_gpu_shader5_warn;
+ bool ARB_gpu_shader_fp64_enable;
+ bool ARB_gpu_shader_fp64_warn;
bool ARB_sample_shading_enable;
bool ARB_sample_shading_warn;
bool ARB_separate_shader_objects_enable;
ctx->Extensions.ARB_fragment_coord_conventions = true;
ctx->Extensions.ARB_fragment_layer_viewport = true;
ctx->Extensions.ARB_gpu_shader5 = true;
+ ctx->Extensions.ARB_gpu_shader_fp64 = true;
ctx->Extensions.ARB_sample_shading = true;
ctx->Extensions.ARB_shader_bit_encoding = true;
ctx->Extensions.ARB_shader_stencil_export = true;