This lets us select the front buffer for reading under GLES2.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
<enum name="REQUIRED_TEXTURE_IMAGE_UNITS_OES" value="0x8D68"/>
</category>
+<!-- 93. GL_NV_read_buffer -->
+<category name="NV_read_buffer">
+ <function name="ReadBufferNV" offset="assign">
+ <param name="mode" type="GLenum"/>
+ </function>
+</category>
+
</OpenGLAPI>
'ProgramBinaryOES',
# GL_NV_draw_buffers
'DrawBuffersNV',
+ # GL_NV_read_buffer
+ 'ReadBufferNV',
)
</proto>
</template>
+<template name="ReadBuffer">
+ <proto>
+ <return type="void"/>
+ <param name="mode" type="GLenum"/>
+ </proto>
+</template>
+
<api name="mesa" implementation="true">
<category name="MESA"/>
<function name="EGLImageTargetRenderbufferStorageOES" template="EGLImageTargetRenderbufferStorage"/>
<function name="DrawBuffersARB" template="DrawBuffers"/>
+
+ <function name="ReadBuffer" template="ReadBuffer"/>
+
</api>
<api name="GLES1.1">
<category name="EXT_unpack_subimage"/>
<category name="NV_draw_buffers"/>
+ <category name="NV_read_buffer"/>
+
<function name="DrawBuffersNV" template="DrawBuffers"/>
+ <function name="ReadBufferNV" template="ReadBuffer"/>
<function name="CullFace" template="CullFace"/>
{ "GL_NV_packed_depth_stencil", o(EXT_packed_depth_stencil), GL, 2000 },
{ "GL_NV_point_sprite", o(NV_point_sprite), GL, 2001 },
{ "GL_NV_primitive_restart", o(NV_primitive_restart), GL, 2002 },
+ { "GL_NV_read_buffer", o(dummy_true), ES2, 2011 },
{ "GL_NV_texgen_reflection", o(NV_texgen_reflection), GL, 1999 },
{ "GL_NV_texture_barrier", o(NV_texture_barrier), GL, 2009 },
{ "GL_NV_texture_env_combine4", o(NV_texture_env_combine4), GL, 1999 },
EXTRA_VERSION_30,
EXTRA_VERSION_31,
EXTRA_VERSION_32,
+ EXTRA_API_GL,
EXTRA_API_ES2,
EXTRA_NEW_BUFFERS,
EXTRA_NEW_FRAG_CLAMP,
EXTRA_END
};
+/* The ReadBuffer get token is valid under either full GL or under
+ * GLES2 if the NV_read_buffer extension is available. */
+static const int
+extra_NV_read_buffer_api_gl[] = {
+ EXT(NV_read_buffer),
+ EXTRA_API_GL,
+ EXTRA_END
+};
+
#define API_OPENGL_BIT (1 << API_OPENGL)
#define API_OPENGLES_BIT (1 << API_OPENGLES)
#define API_OPENGLES2_BIT (1 << API_OPENGLES2)
/* GL_ARB_fragment_program/OES_standard_derivatives */
{ GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
+
+ /* GL_NV_read_buffer */
+ { GL_READ_BUFFER,
+ LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, extra_NV_read_buffer_api_gl },
+
#endif /* FEATURE_GL || FEATURE_ES2 */
#if FEATURE_ES2
{ GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
{ GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
{ GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
- { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
{ GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
{ GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
{ GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
enabled++;
}
break;
+ case EXTRA_API_GL:
+ if (ctx->API == API_OPENGL) {
+ total++;
+ enabled++;
+ }
+ break;
case EXTRA_NEW_BUFFERS:
if (ctx->NewState & _NEW_BUFFERS)
_mesa_update_state(ctx);
GLboolean NV_light_max_exponent;
GLboolean NV_point_sprite;
GLboolean NV_primitive_restart;
+ GLboolean NV_read_buffer;
GLboolean NV_texture_barrier;
GLboolean NV_texgen_reflection;
GLboolean NV_texture_env_combine4;