{ GL_MAX_COLOR_ATTACHMENTS, CONTEXT_INT(Const.MaxColorAttachments),
extra_EXT_framebuffer_object },
+ /* GL_ARB_draw_buffers / GL_NV_draw_buffers (for ES 2.0) */
+ { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
+ { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
+ extra_valid_draw_buffer },
+ { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
+ extra_valid_draw_buffer },
+ { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
+ extra_valid_draw_buffer },
+ { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
+ extra_valid_draw_buffer },
+ { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
+ extra_valid_draw_buffer },
+ { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
+ extra_valid_draw_buffer },
+ { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
+ extra_valid_draw_buffer },
+
{ GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
/* GL_ARB_fragment_program */
{ GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
{ GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
extra_ARB_depth_clamp },
- /* GL_ARB_draw_buffers */
- { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
- { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
- extra_valid_draw_buffer },
- { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
- extra_valid_draw_buffer },
- { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
- extra_valid_draw_buffer },
- { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
- extra_valid_draw_buffer },
- { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
- extra_valid_draw_buffer },
- { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
- extra_valid_draw_buffer },
- { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
- extra_valid_draw_buffer },
-
/* GL_ATI_fragment_shader */
{ GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
{ GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },