ctx->Extensions.ARB_fragment_program = GL_TRUE;
ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;
#endif
-#if FEATURE_ARB_fragment_shader
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
-#endif
#if FEATURE_ARB_framebuffer_object
ctx->Extensions.ARB_framebuffer_object = GL_TRUE;
#endif
void
_mesa_enable_2_0_extensions(struct gl_context *ctx)
{
-#if FEATURE_ARB_fragment_shader
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
-#endif
ctx->Extensions.ARB_point_sprite = GL_TRUE;
ctx->Extensions.EXT_blend_equation_separate = GL_TRUE;
ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
#define FEATURE_ARB_fragment_program 1
#define FEATURE_ARB_vertex_program 1
-#define FEATURE_ARB_fragment_shader 1
-#define FEATURE_ARB_shader_objects FEATURE_ARB_fragment_shader
+#define FEATURE_ARB_shader_objects 1
#define FEATURE_ARB_shading_language_100 FEATURE_ARB_shader_objects
#define FEATURE_ARB_geometry_shader4 FEATURE_ARB_shader_objects
validate_shader_target(const struct gl_context *ctx, GLenum type)
{
switch (type) {
-#if FEATURE_ARB_fragment_shader
case GL_FRAGMENT_SHADER:
return ctx->Extensions.ARB_fragment_shader;
-#endif
case GL_VERTEX_SHADER:
return ctx->Extensions.ARB_vertex_shader;
#if FEATURE_ARB_geometry_shader4
}
break;
#endif
-#if FEATURE_ARB_fragment_shader
case GL_FRAGMENT_SHADER:
target = &ctx->Shader.CurrentFragmentProgram;
if ((shProg == NULL)
shProg = NULL;
}
break;
-#endif
default:
return false;
}
/* Empty for now. */
break;
#endif
-#if FEATURE_ARB_fragment_shader
case GL_FRAGMENT_SHADER:
if (*target == ctx->Shader._CurrentFragmentProgram) {
_mesa_reference_shader_program(ctx,
NULL);
}
break;
-#endif
}
_mesa_reference_shader_program(ctx, target, shProg);