const char *name;
int flag_offset;
} default_extensions[] = {
+ { OFF, "GL_ARB_blend_func_extended", F(ARB_blend_func_extended) },
{ OFF, "GL_ARB_copy_buffer", F(ARB_copy_buffer) },
{ OFF, "GL_ARB_depth_texture", F(ARB_depth_texture) },
{ OFF, "GL_ARB_depth_clamp", F(ARB_depth_clamp) },
{ OFF, "GL_ARB_fragment_program_shadow", F(ARB_fragment_program_shadow) },
{ OFF, "GL_ARB_fragment_shader", F(ARB_fragment_shader) },
{ OFF, "GL_ARB_framebuffer_object", F(ARB_framebuffer_object) },
+ { OFF, "GL_ARB_explicit_attrib_location", F(ARB_explicit_attrib_location) },
{ OFF, "GL_ARB_geometry_shader4", F(ARB_geometry_shader4) },
{ OFF, "GL_ARB_half_float_pixel", F(ARB_half_float_pixel) },
{ OFF, "GL_ARB_half_float_vertex", F(ARB_half_float_vertex) },
{ OFF, "GL_ARB_imaging", F(ARB_imaging) },
+ { OFF, "GL_ARB_instanced_arrays", F(ARB_instanced_arrays) },
{ OFF, "GL_ARB_map_buffer_range", F(ARB_map_buffer_range) },
{ ON, "GL_ARB_multisample", F(ARB_multisample) },
{ OFF, "GL_ARB_multitexture", F(ARB_multitexture) },
{ OFF, "GL_ARB_occlusion_query", F(ARB_occlusion_query) },
+ { OFF, "GL_ARB_occlusion_query2", F(ARB_occlusion_query2) },
{ OFF, "GL_ARB_pixel_buffer_object", F(EXT_pixel_buffer_object) },
{ OFF, "GL_ARB_point_parameters", F(EXT_point_parameters) },
{ OFF, "GL_ARB_point_sprite", F(ARB_point_sprite) },
{ OFF, "GL_ARB_provoking_vertex", F(EXT_provoking_vertex) },
+ { OFF, "GL_ARB_sampler_objects", F(ARB_sampler_objects) },
{ OFF, "GL_ARB_seamless_cube_map", F(ARB_seamless_cube_map) },
{ OFF, "GL_ARB_shader_objects", F(ARB_shader_objects) },
{ OFF, "GL_ARB_shading_language_100", F(ARB_shading_language_100) },
{ OFF, "GL_ARB_shadow_ambient", F(ARB_shadow_ambient) },
{ OFF, "GL_ARB_sync", F(ARB_sync) },
{ OFF, "GL_ARB_texture_border_clamp", F(ARB_texture_border_clamp) },
+ { OFF, "GL_ARB_texture_buffer_object", F(ARB_texture_buffer_object) },
{ ON, "GL_ARB_texture_compression", F(ARB_texture_compression) },
{ OFF, "GL_ARB_texture_cube_map", F(ARB_texture_cube_map) },
{ OFF, "GL_ARB_texture_env_add", F(EXT_texture_env_add) },
{ OFF, "GL_ARB_texture_env_dot3", F(ARB_texture_env_dot3) },
{ OFF, "GL_MESAX_texture_float", F(ARB_texture_float) },
{ OFF, "GL_ARB_texture_mirrored_repeat", F(ARB_texture_mirrored_repeat)},
+ { OFF, "GL_ARB_texture_multisample", F(ARB_texture_multisample) },
{ OFF, "GL_ARB_texture_non_power_of_two", F(ARB_texture_non_power_of_two)},
{ OFF, "GL_ARB_texture_rectangle", F(NV_texture_rectangle) },
+ { OFF, "GL_ARB_texture_rgb10_a2ui", F(ARB_texture_rgb10_a2ui) },
{ OFF, "GL_ARB_texture_swizzle", F(EXT_texture_swizzle) },
{ ON, "GL_ARB_transpose_matrix", F(ARB_transpose_matrix) },
{ OFF, "GL_ARB_transform_feedback2", F(ARB_transform_feedback2) },
+ { OFF, "GL_ARB_uniform_buffer_object", F(ARB_uniform_buffer_object) },
{ OFF, "GL_ARB_vertex_array_bgra", F(EXT_vertex_array_bgra) },
{ OFF, "GL_ARB_vertex_array_object", F(ARB_vertex_array_object) },
{ ON, "GL_ARB_vertex_buffer_object", F(ARB_vertex_buffer_object) },
{ OFF, "GL_ARB_vertex_program", F(ARB_vertex_program) },
{ OFF, "GL_ARB_vertex_shader", F(ARB_vertex_shader) },
+ { OFF, "GL_ARB_vertex_type_2_10_10_10_rev", F(ARB_vertex_type_2_10_10_10_rev) },
{ ON, "GL_ARB_window_pos", F(ARB_window_pos) },
{ ON, "GL_EXT_abgr", F(EXT_abgr) },
{ ON, "GL_EXT_bgra", F(EXT_bgra) },
{ OFF, "GL_EXT_framebuffer_blit", F(EXT_framebuffer_blit) },
{ OFF, "GL_EXT_framebuffer_multisample", F(EXT_framebuffer_multisample) },
{ OFF, "GL_EXT_framebuffer_object", F(EXT_framebuffer_object) },
+ { OFF, "GL_EXT_framebuffer_sRGB", F(EXT_framebuffer_sRGB) },
{ OFF, "GL_EXT_fog_coord", F(EXT_fog_coord) },
{ OFF, "GL_EXT_gpu_program_parameters", F(EXT_gpu_program_parameters) },
{ OFF, "GL_EXT_histogram", F(EXT_histogram) },
{ ON, "GL_EXT_multi_draw_arrays", F(EXT_multi_draw_arrays) },
{ OFF, "GL_EXT_packed_depth_stencil", F(EXT_packed_depth_stencil) },
+ { OFF, "GL_EXT_packed_float", F(EXT_packed_float) },
{ ON, "GL_EXT_packed_pixels", F(EXT_packed_pixels) },
{ OFF, "GL_EXT_paletted_texture", F(EXT_paletted_texture) },
{ OFF, "GL_EXT_pixel_buffer_object", F(EXT_pixel_buffer_object) },
{ OFF, "GL_EXT_secondary_color", F(EXT_secondary_color) },
{ ON, "GL_EXT_separate_specular_color", F(EXT_separate_specular_color) },
{ OFF, "GL_EXT_shadow_funcs", F(EXT_shadow_funcs) },
+ { OFF, "GL_EXT_shared_exponent", F(EXT_shared_exponent) },
{ OFF, "GL_EXT_shared_texture_palette", F(EXT_shared_texture_palette) },
{ OFF, "GL_EXT_stencil_two_side", F(EXT_stencil_two_side) },
{ OFF, "GL_EXT_stencil_wrap", F(EXT_stencil_wrap) },
{ ON, "GL_EXT_texture3D", F(EXT_texture3D) },
{ OFF, "GL_EXT_texture_array", F(EXT_texture_array) },
{ OFF, "GL_EXT_texture_compression_s3tc", F(EXT_texture_compression_s3tc) },
+ { OFF, "GL_EXT_texture_compression_rgtc", F(EXT_texture_compression_rgtc) },
{ OFF, "GL_EXT_texture_cube_map", F(ARB_texture_cube_map) },
{ 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) },
+ { OFF, "GL_EXT_texture_integer", F(EXT_texture_integer) },
{ OFF, "GL_EXT_texture_lod_bias", F(EXT_texture_lod_bias) },
{ OFF, "GL_EXT_texture_mirror_clamp", F(EXT_texture_mirror_clamp) },
{ ON, "GL_EXT_texture_object", F(EXT_texture_object) },
{ ON, "GL_NV_light_max_exponent", F(NV_light_max_exponent) },
{ OFF, "GL_NV_packed_depth_stencil", F(EXT_packed_depth_stencil) },
{ OFF, "GL_NV_point_sprite", F(NV_point_sprite) },
+ { OFF, "GL_NV_primitive_restart", F(NV_primitive_restart) },
+ { ON, "GL_NV_texgen_reflection", F(NV_texgen_reflection) },
{ OFF, "GL_NV_texture_env_combine4", F(NV_texture_env_combine4) },
{ OFF, "GL_NV_texture_rectangle", F(NV_texture_rectangle) },
- { ON, "GL_NV_texgen_reflection", F(NV_texgen_reflection) },
{ OFF, "GL_NV_vertex_program", F(NV_vertex_program) },
{ OFF, "GL_NV_vertex_program1_1", F(NV_vertex_program1_1) },
{ ON, "GL_OES_read_format", F(OES_read_format) },
struct gl_query_object *PrimitivesGenerated;
struct gl_query_object *PrimitivesWritten;
+ /** GL_ARB_timer_query */
+ struct gl_query_object *TimeElapsed;
+
GLenum CondRenderMode;
};
struct gl_extensions
{
GLboolean dummy; /* don't remove this! */
+ GLboolean ARB_blend_func_extended;
GLboolean ARB_copy_buffer;
GLboolean ARB_depth_texture;
GLboolean ARB_depth_clamp;
GLboolean ARB_fragment_program_shadow;
GLboolean ARB_fragment_shader;
GLboolean ARB_framebuffer_object;
+ GLboolean ARB_explicit_attrib_location;
GLboolean ARB_geometry_shader4;
GLboolean ARB_half_float_pixel;
GLboolean ARB_half_float_vertex;
GLboolean ARB_imaging;
+ GLboolean ARB_instanced_arrays;
GLboolean ARB_map_buffer_range;
GLboolean ARB_multisample;
GLboolean ARB_multitexture;
GLboolean ARB_occlusion_query;
+ GLboolean ARB_occlusion_query2;
GLboolean ARB_point_sprite;
+ GLboolean ARB_sampler_objects;
GLboolean ARB_seamless_cube_map;
GLboolean ARB_shader_objects;
GLboolean ARB_shading_language_100;
GLboolean ARB_shading_language_120;
GLboolean ARB_shadow;
- GLboolean ARB_shadow_ambient; /* or GL_ARB_shadow_ambient */
+ GLboolean ARB_shadow_ambient;
GLboolean ARB_sync;
GLboolean ARB_texture_border_clamp;
+ GLboolean ARB_texture_buffer_object;
GLboolean ARB_texture_compression;
GLboolean ARB_texture_cube_map;
GLboolean ARB_texture_env_combine;
GLboolean ARB_texture_env_dot3;
GLboolean ARB_texture_float;
GLboolean ARB_texture_mirrored_repeat;
+ GLboolean ARB_texture_multisample;
GLboolean ARB_texture_non_power_of_two;
+ GLboolean ARB_texture_rgb10_a2ui;
+ GLboolean ARB_timer_query;
GLboolean ARB_transform_feedback2;
GLboolean ARB_transpose_matrix;
+ GLboolean ARB_uniform_buffer_object;
GLboolean ARB_vertex_array_object;
GLboolean ARB_vertex_buffer_object;
GLboolean ARB_vertex_program;
GLboolean ARB_vertex_shader;
+ GLboolean ARB_vertex_type_2_10_10_10_rev;
GLboolean ARB_window_pos;
GLboolean EXT_abgr;
GLboolean EXT_bgra;
GLboolean EXT_framebuffer_blit;
GLboolean EXT_framebuffer_multisample;
GLboolean EXT_framebuffer_object;
+ GLboolean EXT_framebuffer_sRGB;
GLboolean EXT_gpu_program_parameters;
GLboolean EXT_histogram;
GLboolean EXT_multi_draw_arrays;
GLboolean EXT_paletted_texture;
GLboolean EXT_packed_depth_stencil;
+ GLboolean EXT_packed_float;
GLboolean EXT_packed_pixels;
GLboolean EXT_pixel_buffer_object;
GLboolean EXT_point_parameters;
GLboolean EXT_shadow_funcs;
GLboolean EXT_secondary_color;
GLboolean EXT_separate_specular_color;
+ GLboolean EXT_shared_exponent;
GLboolean EXT_shared_texture_palette;
GLboolean EXT_stencil_wrap;
GLboolean EXT_stencil_two_side;
GLboolean EXT_texture3D;
GLboolean EXT_texture_array;
GLboolean EXT_texture_compression_s3tc;
+ GLboolean EXT_texture_compression_rgtc;
GLboolean EXT_texture_env_add;
GLboolean EXT_texture_env_combine;
GLboolean EXT_texture_env_dot3;
GLboolean EXT_texture_filter_anisotropic;
+ GLboolean EXT_texture_integer;
GLboolean EXT_texture_lod_bias;
GLboolean EXT_texture_mirror_clamp;
GLboolean EXT_texture_sRGB;
GLboolean NV_fragment_program_option;
GLboolean NV_light_max_exponent;
GLboolean NV_point_sprite;
+ GLboolean NV_primitive_restart;
GLboolean NV_texgen_reflection;
GLboolean NV_texture_env_combine4;
GLboolean NV_texture_rectangle;
ctx->Extensions.ARB_shading_language_120 &&
ctx->Extensions.EXT_pixel_buffer_object &&
ctx->Extensions.EXT_texture_sRGB);
- if (ver_2_1) {
+ const GLboolean ver_3_0 = (ver_2_1 &&
+ ctx->Extensions.ARB_half_float_pixel &&
+ ctx->Extensions.ARB_map_buffer_range &&
+ ctx->Extensions.ARB_texture_float &&
+ ctx->Extensions.APPLE_vertex_array_object &&
+ ctx->Extensions.EXT_draw_buffers2 &&
+ ctx->Extensions.EXT_framebuffer_blit &&
+ ctx->Extensions.EXT_framebuffer_multisample &&
+ ctx->Extensions.EXT_framebuffer_object &&
+ ctx->Extensions.EXT_framebuffer_sRGB &&
+ ctx->Extensions.EXT_packed_depth_stencil &&
+ ctx->Extensions.EXT_packed_float &&
+ ctx->Extensions.EXT_shared_exponent &&
+ ctx->Extensions.EXT_texture_array &&
+ ctx->Extensions.EXT_texture_compression_rgtc &&
+ ctx->Extensions.EXT_texture_integer &&
+ ctx->Extensions.EXT_transform_feedback &&
+ ctx->Extensions.NV_conditional_render);
+ const GLboolean ver_3_1 = (ver_3_0 &&
+ ctx->Extensions.ARB_copy_buffer &&
+ ctx->Extensions.ARB_draw_instanced &&
+ ctx->Extensions.ARB_texture_buffer_object &&
+ ctx->Extensions.ARB_uniform_buffer_object &&
+ ctx->Extensions.NV_primitive_restart &&
+ ctx->Extensions.NV_texture_rectangle &&
+ ctx->Const.MaxVertexTextureImageUnits >= 16);
+ const GLboolean ver_3_2 = (ver_3_1 &&
+ ctx->Extensions.ARB_depth_clamp &&
+ ctx->Extensions.ARB_draw_elements_base_vertex &&
+ ctx->Extensions.ARB_fragment_coord_conventions &&
+ ctx->Extensions.ARB_geometry_shader4 &&
+ ctx->Extensions.EXT_provoking_vertex &&
+ ctx->Extensions.ARB_seamless_cube_map &&
+ ctx->Extensions.ARB_sync &&
+ ctx->Extensions.ARB_texture_multisample &&
+ ctx->Extensions.EXT_vertex_array_bgra);
+ const GLboolean ver_3_3 = (ver_3_2 &&
+ ctx->Extensions.ARB_blend_func_extended &&
+ ctx->Extensions.ARB_explicit_attrib_location &&
+ ctx->Extensions.ARB_instanced_arrays &&
+ ctx->Extensions.ARB_occlusion_query2 &&
+ ctx->Extensions.ARB_sampler_objects &&
+ ctx->Extensions.ARB_texture_rgb10_a2ui &&
+ ctx->Extensions.ARB_timer_query &&
+ ctx->Extensions.ARB_vertex_type_2_10_10_10_rev &&
+ ctx->Extensions.EXT_texture_swizzle);
+
+ if (ver_3_3) {
+ major = 3;
+ minor = 3;
+ }
+ else if (ver_3_2) {
+ major = 3;
+ minor = 2;
+ }
+ else if (ver_3_1) {
+ major = 3;
+ minor = 1;
+ }
+ else if (ver_3_0) {
+ major = 3;
+ minor = 0;
+ }
+ else if (ver_2_1) {
major = 2;
minor = 1;
}