_mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
}
- if (ctx->Extensions.ARB_shader_objects) {
- _mesa_reference_shader_program(ctx, &save->VertexShader,
- ctx->Shader.CurrentVertexProgram);
- _mesa_reference_shader_program(ctx, &save->GeometryShader,
- ctx->Shader.CurrentGeometryProgram);
- _mesa_reference_shader_program(ctx, &save->FragmentShader,
- ctx->Shader.CurrentFragmentProgram);
- _mesa_reference_shader_program(ctx, &save->ActiveShader,
- ctx->Shader.ActiveProgram);
-
- _mesa_UseProgram(0);
- }
+ _mesa_reference_shader_program(ctx, &save->VertexShader,
+ ctx->Shader.CurrentVertexProgram);
+ _mesa_reference_shader_program(ctx, &save->GeometryShader,
+ ctx->Shader.CurrentGeometryProgram);
+ _mesa_reference_shader_program(ctx, &save->FragmentShader,
+ ctx->Shader.CurrentFragmentProgram);
+ _mesa_reference_shader_program(ctx, &save->ActiveShader,
+ ctx->Shader.ActiveProgram);
+
+ _mesa_UseProgram(0);
}
if (state & MESA_META_STENCIL_TEST) {
ctx->Extensions.ARB_internalformat_query = true;
ctx->Extensions.ARB_map_buffer_range = true;
ctx->Extensions.ARB_point_sprite = true;
- ctx->Extensions.ARB_shader_objects = true;
ctx->Extensions.ARB_shading_language_100 = true;
ctx->Extensions.ARB_sync = true;
ctx->Extensions.ARB_texture_border_clamp = true;
ctx->Extensions.ARB_point_sprite = true;
ctx->Extensions.ARB_seamless_cube_map = true;
ctx->Extensions.ARB_shader_bit_encoding = true;
- ctx->Extensions.ARB_shader_objects = true;
ctx->Extensions.ARB_shader_texture_lod = true;
ctx->Extensions.ARB_shading_language_100 = true;
ctx->Extensions.ARB_shadow = true;
{ "GL_ARB_fragment_shader", o(ARB_fragment_shader), GL, 2002 },
{ "GL_ARB_framebuffer_object", o(ARB_framebuffer_object), GL, 2005 },
{ "GL_ARB_framebuffer_sRGB", o(EXT_framebuffer_sRGB), GL, 1998 },
- { "GL_ARB_get_program_binary", o(ARB_shader_objects), GL, 2010 },
+ { "GL_ARB_get_program_binary", o(dummy_true), GL, 2010 },
{ "GL_ARB_gpu_shader5", o(ARB_gpu_shader5), GL, 2010 },
{ "GL_ARB_half_float_pixel", o(ARB_half_float_pixel), GL, 2003 },
{ "GL_ARB_half_float_vertex", o(ARB_half_float_vertex), GL, 2008 },
{ "GL_ARB_sampler_objects", o(dummy_true), GL, 2009 },
{ "GL_ARB_seamless_cube_map", o(ARB_seamless_cube_map), GL, 2009 },
{ "GL_ARB_shader_bit_encoding", o(ARB_shader_bit_encoding), GL, 2010 },
- { "GL_ARB_shader_objects", o(ARB_shader_objects), GL, 2002 },
+ { "GL_ARB_shader_objects", o(dummy_true), GL, 2002 },
{ "GL_ARB_shader_stencil_export", o(ARB_shader_stencil_export), GL, 2009 },
{ "GL_ARB_shader_texture_lod", o(ARB_shader_texture_lod), GL, 2009 },
{ "GL_ARB_shading_language_100", o(ARB_shading_language_100), GLL, 2003 },
{ "GL_OES_fbo_render_mipmap", o(dummy_true), ES1 | ES2, 2005 },
{ "GL_OES_fixed_point", o(dummy_true), ES1, 2002 },
{ "GL_OES_framebuffer_object", o(dummy_true), ES1, 2005 },
- { "GL_OES_get_program_binary", o(ARB_shader_objects), ES2, 2008 },
+ { "GL_OES_get_program_binary", o(dummy_true), ES2, 2008 },
{ "GL_OES_mapbuffer", o(dummy_true), ES1 | ES2, 2005 },
{ "GL_OES_matrix_get", o(dummy_true), ES1, 2004 },
{ "GL_OES_packed_depth_stencil", o(EXT_packed_depth_stencil), ES1 | ES2, 2007 },
ctx->Extensions.ARB_occlusion_query = GL_TRUE;
ctx->Extensions.ARB_occlusion_query2 = GL_TRUE;
ctx->Extensions.ARB_point_sprite = GL_TRUE;
- ctx->Extensions.ARB_shader_objects = GL_TRUE;
ctx->Extensions.EXT_separate_shader_objects = GL_TRUE;
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
ctx->Extensions.ARB_shadow = GL_TRUE;
EXTRA_EXT(ARB_depth_clamp);
EXTRA_EXT(ATI_fragment_shader);
EXTRA_EXT(EXT_framebuffer_blit);
-EXTRA_EXT(ARB_shader_objects);
EXTRA_EXT(EXT_provoking_vertex);
EXTRA_EXT(ARB_fragment_shader);
EXTRA_EXT(ARB_fragment_program);
# GL_ARB_shader_objects
# Actually, this token isn't part of GL_ARB_shader_objects, but is
# close enough for now.
- [ "CURRENT_PROGRAM", "LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects" ],
+ [ "CURRENT_PROGRAM", "LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA" ],
# OpenGL 2.0
[ "STENCIL_BACK_FUNC", "CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA" ],
[ "SHADER_BINARY_FORMATS", "CONST(0), extra_ARB_ES2_compatibility_api_es2" ],
# GL_ARB_get_program_binary / GL_OES_get_program_binary
- [ "NUM_PROGRAM_BINARY_FORMATS", "CONST(0), extra_ARB_shader_objects" ],
- [ "PROGRAM_BINARY_FORMATS", "LOC_CUSTOM, TYPE_INVALID, 0, extra_ARB_shader_objects" ],
+ [ "NUM_PROGRAM_BINARY_FORMATS", "CONST(0), NO_EXTRA" ],
+ [ "PROGRAM_BINARY_FORMATS", "LOC_CUSTOM, TYPE_INVALID, 0, NO_EXTRA" ],
]},
# GLES3 is not a typo.
switch (ctx->API) {
case API_OPENGL_COMPAT:
case API_OPENGL_CORE:
- if (!ctx->Extensions.ARB_shader_objects) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glGetString");
- return (const GLubyte *) 0;
- }
-
switch (ctx->Const.GLSLVersion) {
case 110:
return (const GLubyte *) "1.10";
GLboolean ARB_point_sprite;
GLboolean ARB_seamless_cube_map;
GLboolean ARB_shader_bit_encoding;
- GLboolean ARB_shader_objects;
GLboolean ARB_shader_stencil_export;
GLboolean ARB_shader_texture_lod;
GLboolean ARB_shading_language_100;
ctx->Extensions.EXT_shadow_funcs);
const GLboolean ver_2_0 = (ver_1_5 &&
ctx->Extensions.ARB_point_sprite &&
- ctx->Extensions.ARB_shader_objects &&
ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader &&
ctx->Extensions.ARB_texture_non_power_of_two &&
ctx->Extensions.EXT_blend_color &&
ctx->Extensions.EXT_blend_func_separate &&
ctx->Extensions.EXT_blend_minmax &&
- ctx->Extensions.ARB_shader_objects &&
ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader &&
ctx->Extensions.ARB_texture_non_power_of_two &&
ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
ctx->Extensions.ARB_internalformat_query = GL_TRUE;
ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
- ctx->Extensions.ARB_shader_objects = GL_TRUE;
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
ctx->Extensions.ARB_texture_border_clamp = GL_TRUE; /* XXX temp */
ctx->Extensions.ARB_texture_cube_map = GL_TRUE;