EXTRA_EXT(ARB_sync);
EXTRA_EXT(ARB_vertex_shader);
EXTRA_EXT(EXT_transform_feedback);
+EXTRA_EXT(ARB_transform_feedback2);
EXTRA_EXT(EXT_pixel_buffer_object);
EXTRA_EXT(ARB_vertex_program);
EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
extra_EXT_transform_feedback },
+ /* GL_ARB_transform_feedback2 */
+ { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
+ extra_ARB_transform_feedback2 },
+ { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
+ extra_ARB_transform_feedback2 },
+ { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
+ extra_ARB_transform_feedback2 },
+
/* GL 3.0 */
{ GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
{ GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
break;
+ case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
+ v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
+ break;
+ case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
+ v->value_int = ctx->TransformFeedback.CurrentObject->Active;
+ break;
+ case GL_TRANSFORM_FEEDBACK_BINDING:
+ v->value_int = ctx->TransformFeedback.CurrentObject->Name;
+ break;
case GL_CURRENT_PROGRAM:
v->value_int =
ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0;