add GL_ARB_shading_language_100;
reorder GL_ARB_shader_objects and GL_ARB_fragment/vertex_shader stuff
This commit is contained in:
@@ -56,7 +56,8 @@ static const struct {
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{ OFF, "GL_ARB_pixel_buffer_object", F(EXT_pixel_buffer_object) },
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{ OFF, "GL_ARB_pixel_buffer_object", F(EXT_pixel_buffer_object) },
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{ OFF, "GL_ARB_point_parameters", F(EXT_point_parameters) },
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{ OFF, "GL_ARB_point_parameters", F(EXT_point_parameters) },
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{ OFF, "GL_ARB_point_sprite", F(ARB_point_sprite) },
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{ OFF, "GL_ARB_point_sprite", F(ARB_point_sprite) },
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{ OFF, "GL_ARB_shader_objects", F(ARB_shader_objects) },
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{ OFF, "GL_ARB_shader_objects", F(ARB_shader_objects) },
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{ OFF, "GL_ARB_shading_language_100", F(ARB_shading_language_100) },
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{ OFF, "GL_ARB_shadow", F(ARB_shadow) },
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{ OFF, "GL_ARB_shadow", F(ARB_shadow) },
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{ OFF, "GL_ARB_shadow_ambient", F(SGIX_shadow_ambient) },
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{ OFF, "GL_ARB_shadow_ambient", F(SGIX_shadow_ambient) },
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{ OFF, "GL_ARB_texture_border_clamp", F(ARB_texture_border_clamp) },
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{ OFF, "GL_ARB_texture_border_clamp", F(ARB_texture_border_clamp) },
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@@ -177,6 +178,9 @@ _mesa_enable_sw_extensions(GLcontext *ctx)
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ctx->Extensions.ARB_draw_buffers = GL_TRUE;
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ctx->Extensions.ARB_draw_buffers = GL_TRUE;
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#if FEATURE_ARB_fragment_program
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#if FEATURE_ARB_fragment_program
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ctx->Extensions.ARB_fragment_program = GL_TRUE;
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ctx->Extensions.ARB_fragment_program = GL_TRUE;
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#endif
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#if FEATURE_ARB_fragment_shader
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ctx->Extensions.ARB_fragment_shader = GL_TRUE;
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#endif
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#endif
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/*ctx->Extensions.ARB_half_float_pixel = GL_TRUE;*/
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/*ctx->Extensions.ARB_half_float_pixel = GL_TRUE;*/
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ctx->Extensions.ARB_imaging = GL_TRUE;
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ctx->Extensions.ARB_imaging = GL_TRUE;
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@@ -184,7 +188,13 @@ _mesa_enable_sw_extensions(GLcontext *ctx)
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#if FEATURE_ARB_occlusion_query
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#if FEATURE_ARB_occlusion_query
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ctx->Extensions.ARB_occlusion_query = GL_TRUE;
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ctx->Extensions.ARB_occlusion_query = GL_TRUE;
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#endif
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#endif
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ctx->Extensions.ARB_point_sprite = GL_TRUE;
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ctx->Extensions.ARB_point_sprite = GL_TRUE;
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#if FEATURE_ARB_shader_objects
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ctx->Extensions.ARB_shader_objects = GL_TRUE;
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#endif
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#if FEATURE_ARB_shading_language_100
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ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
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#endif
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ctx->Extensions.ARB_shadow = GL_TRUE;
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ctx->Extensions.ARB_shadow = GL_TRUE;
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ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
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ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
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ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
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ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
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@@ -196,19 +206,13 @@ _mesa_enable_sw_extensions(GLcontext *ctx)
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ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
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ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
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#if FEATURE_ARB_vertex_program
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#if FEATURE_ARB_vertex_program
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ctx->Extensions.ARB_vertex_program = GL_TRUE;
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ctx->Extensions.ARB_vertex_program = GL_TRUE;
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#endif
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#if FEATURE_ARB_vertex_shader
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ctx->Extensions.ARB_vertex_shader = GL_TRUE;
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#endif
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#endif
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#if FEATURE_ARB_vertex_buffer_object
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#if FEATURE_ARB_vertex_buffer_object
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ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;
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ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;
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#endif
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#endif
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#if FEATURE_ARB_shader_objects
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ctx->Extensions.ARB_shader_objects = GL_TRUE;
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#if FEATURE_ARB_fragment_shader
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ctx->Extensions.ARB_fragment_shader = GL_TRUE;
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#endif
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#if FEATURE_ARB_vertex_shader
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ctx->Extensions.ARB_vertex_shader = GL_TRUE;
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#endif
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#endif
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#if FEATURE_ATI_fragment_shader
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#if FEATURE_ATI_fragment_shader
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ctx->Extensions.ATI_fragment_shader = GL_TRUE;
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ctx->Extensions.ATI_fragment_shader = GL_TRUE;
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#endif
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#endif
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@@ -360,18 +364,21 @@ void
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_mesa_enable_2_0_extensions(GLcontext *ctx)
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_mesa_enable_2_0_extensions(GLcontext *ctx)
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{
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{
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ctx->Extensions.ARB_draw_buffers = GL_TRUE;
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ctx->Extensions.ARB_draw_buffers = GL_TRUE;
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#if FEATURE_ARB_fragment_shader
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ctx->Extensions.ARB_fragment_shader = GL_TRUE;
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#endif
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ctx->Extensions.ARB_point_sprite = GL_TRUE;
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ctx->Extensions.ARB_point_sprite = GL_TRUE;
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ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
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ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
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#if FEATURE_ARB_shader_objects
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ctx->Extensions.ARB_shader_objects = GL_TRUE;
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#endif
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#if FEATURE_ARB_shading_language_100
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ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
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#endif
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ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
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ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
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#if FEATURE_ARB_shader_objects
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#if FEATURE_ARB_vertex_shader
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ctx->Extensions.ARB_shader_objects = GL_TRUE;
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ctx->Extensions.ARB_vertex_shader = GL_TRUE;
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#if FEATURE_ARB_fragment_shader
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#endif
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ctx->Extensions.ARB_fragment_shader = GL_TRUE;
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#endif
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#if FEATURE_ARB_vertex_shader
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ctx->Extensions.ARB_vertex_shader = GL_TRUE;
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#endif
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#endif
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}
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}
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