if (screen->get_param(screen, PIPE_CAP_SM3)) {
ctx->Extensions.ARB_shader_texture_lod = GL_TRUE;
}
+
+ if (screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_DEPTH_STENCIL |
+ PIPE_BIND_SAMPLER_VIEW) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT_S8X24_USCALED,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_DEPTH_STENCIL |
+ PIPE_BIND_SAMPLER_VIEW)) {
+ ctx->Extensions.ARB_depth_buffer_float = GL_TRUE;
+ }
}