}
/* Resolve color buffers for non-coherent framebuffer fetch. */
- if (!ctx->Extensions.MESA_shader_framebuffer_fetch &&
+ if (!ctx->Extensions.EXT_shader_framebuffer_fetch &&
ctx->FragmentProgram._Current &&
ctx->FragmentProgram._Current->info.outputs_read) {
const struct gl_framebuffer *fb = ctx->DrawBuffer;
struct brw_context *brw = brw_context(ctx);
const struct gen_device_info *devinfo = &brw->screen->devinfo;
- if (!ctx->Extensions.MESA_shader_framebuffer_fetch) {
+ if (!ctx->Extensions.EXT_shader_framebuffer_fetch) {
if (devinfo->gen >= 6) {
brw_emit_pipe_control_flush(brw,
PIPE_CONTROL_RENDER_TARGET_FLUSH |
key->program_string_id = fp->id;
/* Whether reads from the framebuffer should behave coherently. */
- key->coherent_fb_fetch = ctx->Extensions.MESA_shader_framebuffer_fetch;
+ key->coherent_fb_fetch = ctx->Extensions.EXT_shader_framebuffer_fetch;
}
void
key.program_string_id = bfp->id;
/* Whether reads from the framebuffer should behave coherently. */
- key.coherent_fb_fetch = ctx->Extensions.MESA_shader_framebuffer_fetch;
+ key.coherent_fb_fetch = ctx->Extensions.EXT_shader_framebuffer_fetch;
uint32_t old_prog_offset = brw->wm.base.prog_offset;
struct brw_stage_prog_data *old_prog_data = brw->wm.base.prog_data;
brw_wm_prog_data(brw->wm.base.prog_data);
if (wm_prog_data->has_render_target_reads &&
- !ctx->Extensions.MESA_shader_framebuffer_fetch) {
+ !ctx->Extensions.EXT_shader_framebuffer_fetch) {
/* _NEW_BUFFERS */
const struct gl_framebuffer *fb = ctx->DrawBuffer;
ctx->Extensions.MESA_shader_integer_functions = ctx->Const.GLSLVersion >= 130;
if (devinfo->is_g4x || devinfo->gen >= 5) {
- ctx->Extensions.MESA_shader_framebuffer_fetch_non_coherent = true;
+ ctx->Extensions.EXT_shader_framebuffer_fetch_non_coherent = true;
ctx->Extensions.KHR_blend_equation_advanced = true;
}
ctx->Extensions.KHR_texture_compression_astc_ldr = true;
ctx->Extensions.KHR_texture_compression_astc_sliced_3d = true;
ctx->Extensions.INTEL_conservative_rasterization = true;
- ctx->Extensions.MESA_shader_framebuffer_fetch = true;
+ ctx->Extensions.EXT_shader_framebuffer_fetch = true;
ctx->Extensions.ARB_post_depth_coverage = true;
}
{
GET_CURRENT_CONTEXT(ctx);
- if (!ctx->Extensions.MESA_shader_framebuffer_fetch_non_coherent &&
+ if (!ctx->Extensions.EXT_shader_framebuffer_fetch_non_coherent &&
!ctx->Extensions.KHR_blend_equation_advanced) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBlendBarrier(not supported)");
EXT(EXT_semaphore_fd , EXT_semaphore_fd , GLL, GLC, x , ES2, 2017)
EXT(EXT_separate_shader_objects , dummy_true , x , x , x , ES2, 2013)
EXT(EXT_separate_specular_color , dummy_true , GLL, x , x , x , 1997)
-EXT(EXT_shader_framebuffer_fetch , MESA_shader_framebuffer_fetch , x , x , x , ES2, 2013)
+EXT(EXT_shader_framebuffer_fetch , EXT_shader_framebuffer_fetch , x , x , x , ES2, 2013)
EXT(EXT_shader_integer_mix , EXT_shader_integer_mix , GLL, GLC, x , 30, 2013)
EXT(EXT_shader_io_blocks , dummy_true , x , x , x , 31, 2014)
EXT(EXT_shader_samples_identical , EXT_shader_samples_identical , GLL, GLC, x , 31, 2015)
static const int extra_EXT_shader_framebuffer_fetch[] = {
EXTRA_API_ES2,
EXTRA_API_ES3,
- EXT(MESA_shader_framebuffer_fetch),
+ EXT(EXT_shader_framebuffer_fetch),
EXTRA_END
};
]},
{ "apis": ["GLES", "GLES2"], "params": [
-# GL_EXT_shader_framebuffer_fetch. Should be true if the MESA framebuffer
-# fetch extension is supported since the latter imposes no restrictions on
-# non-uniform per-sample discard.
- [ "FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT", "CONTEXT_BOOL(Extensions.MESA_shader_framebuffer_fetch), extra_EXT_shader_framebuffer_fetch" ],
+# GL_EXT_shader_framebuffer_fetch. Should be true for most modern hardware
+# supporting sample shading.
+ [ "FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT", "CONTEXT_BOOL(Extensions.EXT_shader_framebuffer_fetch), extra_EXT_shader_framebuffer_fetch" ],
# GL_OES_EGL_image_external
[ "TEXTURE_BINDING_EXTERNAL_OES", "LOC_CUSTOM, TYPE_INT, TEXTURE_EXTERNAL_INDEX, extra_OES_EGL_image_external" ],
[ "TEXTURE_EXTERNAL_OES", "LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_OES_EGL_image_external" ],
GLboolean KHR_texture_compression_astc_sliced_3d;
GLboolean MESA_tile_raster_order;
GLboolean MESA_pack_invert;
- GLboolean MESA_shader_framebuffer_fetch;
- GLboolean MESA_shader_framebuffer_fetch_non_coherent;
+ GLboolean EXT_shader_framebuffer_fetch;
+ GLboolean EXT_shader_framebuffer_fetch_non_coherent;
GLboolean MESA_shader_integer_functions;
GLboolean MESA_ycbcr_texture;
GLboolean NV_conditional_render;