extensions->ARB_internalformat_query = GL_TRUE;
extensions->ARB_internalformat_query2 = GL_TRUE;
extensions->ARB_map_buffer_range = GL_TRUE;
- extensions->ARB_texture_border_clamp = GL_TRUE; /* XXX temp */
+ extensions->ARB_sync = GL_TRUE;
+ extensions->ARB_texture_border_clamp = GL_TRUE;
extensions->ARB_texture_cube_map = GL_TRUE;
extensions->ARB_texture_env_combine = GL_TRUE;
extensions->ARB_texture_env_crossbar = GL_TRUE;
extensions->OES_geometry_shader = GL_TRUE;
}
- if (screen->fence_finish) {
- extensions->ARB_sync = GL_TRUE;
- }
-
/* Needs PIPE_CAP_SAMPLE_SHADING + all the sample-related bits of
* ARB_gpu_shader5. This enables all the per-sample shading ES extensions.
*/