As per discussions at XDS.
+#define need_GL_ARB_copy_buffer
#define need_GL_ARB_draw_buffers
#define need_GL_ARB_multisample
#define need_GL_ARB_texture_compression
#include "main/remap_helper.h"
static const struct dri_extension all_mesa_extensions[] = {
+ { "GL_ARB_copy_buffer", GL_ARB_copy_buffer_functions },
{ "GL_ARB_draw_buffers", GL_ARB_draw_buffers_functions },
{ "GL_ARB_multisample", GL_ARB_multisample_functions },
{ "GL_ARB_texture_compression", GL_ARB_texture_compression_functions },
#include "utils.h"
-#define need_GL_ARB_copy_buffer
#define need_GL_ARB_draw_elements_base_vertex
#define need_GL_ARB_framebuffer_object
#define need_GL_ARB_map_buffer_range
* i965_dri.
*/
static const struct dri_extension card_extensions[] = {
- { "GL_ARB_copy_buffer", GL_ARB_copy_buffer_functions },
{ "GL_ARB_draw_elements_base_vertex", GL_ARB_draw_elements_base_vertex_functions },
{ "GL_ARB_half_float_pixel", NULL },
{ "GL_ARB_map_buffer_range", GL_ARB_map_buffer_range_functions },
case GL_PIXEL_UNPACK_BUFFER_EXT:
return &ctx->Unpack.BufferObj;
case GL_COPY_READ_BUFFER:
- if (ctx->Extensions.ARB_copy_buffer) {
- return &ctx->CopyReadBuffer;
- }
- break;
+ return &ctx->CopyReadBuffer;
case GL_COPY_WRITE_BUFFER:
- if (ctx->Extensions.ARB_copy_buffer) {
- return &ctx->CopyWriteBuffer;
- }
- break;
+ return &ctx->CopyWriteBuffer;
#if FEATURE_EXT_transform_feedback
case GL_TRANSFORM_FEEDBACK_BUFFER:
if (ctx->Extensions.EXT_transform_feedback) {
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) },
+ { ON, "GL_ARB_copy_buffer", F(ARB_copy_buffer) },
{ OFF, "GL_ARB_depth_buffer_float", F(ARB_depth_buffer_float) },
{ OFF, "GL_ARB_depth_clamp", F(ARB_depth_clamp) },
{ OFF, "GL_ARB_depth_texture", F(ARB_depth_texture) },
void
_mesa_enable_sw_extensions(GLcontext *ctx)
{
- ctx->Extensions.ARB_copy_buffer = GL_TRUE;
+ /*ctx->Extensions.ARB_copy_buffer = GL_TRUE;*/
ctx->Extensions.ARB_depth_clamp = GL_TRUE;
ctx->Extensions.ARB_depth_texture = GL_TRUE;
/*ctx->Extensions.ARB_draw_buffers = GL_TRUE;*/