add GL_ARB_shading_language_100;

reorder GL_ARB_shader_objects and GL_ARB_fragment/vertex_shader stuff
This commit is contained in:
Michal Krol
2005-04-14 10:23:51 +00:00
parent 5c968cbc5e
commit 1e8fc5ffea

View File

@@ -57,6 +57,7 @@ static const struct {
{ OFF, "GL_ARB_point_parameters", F(EXT_point_parameters) },
{ OFF, "GL_ARB_point_sprite", F(ARB_point_sprite) },
{ OFF, "GL_ARB_shader_objects", F(ARB_shader_objects) },
{ OFF, "GL_ARB_shading_language_100", F(ARB_shading_language_100) },
{ OFF, "GL_ARB_shadow", F(ARB_shadow) },
{ OFF, "GL_ARB_shadow_ambient", F(SGIX_shadow_ambient) },
{ OFF, "GL_ARB_texture_border_clamp", F(ARB_texture_border_clamp) },
@@ -177,6 +178,9 @@ _mesa_enable_sw_extensions(GLcontext *ctx)
ctx->Extensions.ARB_draw_buffers = GL_TRUE;
#if FEATURE_ARB_fragment_program
ctx->Extensions.ARB_fragment_program = GL_TRUE;
#endif
#if FEATURE_ARB_fragment_shader
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
#endif
/*ctx->Extensions.ARB_half_float_pixel = GL_TRUE;*/
ctx->Extensions.ARB_imaging = GL_TRUE;
@@ -185,6 +189,12 @@ _mesa_enable_sw_extensions(GLcontext *ctx)
ctx->Extensions.ARB_occlusion_query = GL_TRUE;
#endif
ctx->Extensions.ARB_point_sprite = GL_TRUE;
#if FEATURE_ARB_shader_objects
ctx->Extensions.ARB_shader_objects = GL_TRUE;
#endif
#if FEATURE_ARB_shading_language_100
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
#endif
ctx->Extensions.ARB_shadow = GL_TRUE;
ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
@@ -197,17 +207,11 @@ _mesa_enable_sw_extensions(GLcontext *ctx)
#if FEATURE_ARB_vertex_program
ctx->Extensions.ARB_vertex_program = GL_TRUE;
#endif
#if FEATURE_ARB_vertex_buffer_object
ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;
#endif
#if FEATURE_ARB_shader_objects
ctx->Extensions.ARB_shader_objects = GL_TRUE;
#if FEATURE_ARB_fragment_shader
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
#endif
#if FEATURE_ARB_vertex_shader
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
#endif
#if FEATURE_ARB_vertex_buffer_object
ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;
#endif
#if FEATURE_ATI_fragment_shader
ctx->Extensions.ATI_fragment_shader = GL_TRUE;
@@ -360,18 +364,21 @@ void
_mesa_enable_2_0_extensions(GLcontext *ctx)
{
ctx->Extensions.ARB_draw_buffers = GL_TRUE;
ctx->Extensions.ARB_point_sprite = GL_TRUE;
ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
#if FEATURE_ARB_shader_objects
ctx->Extensions.ARB_shader_objects = GL_TRUE;
#if FEATURE_ARB_fragment_shader
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
#endif
ctx->Extensions.ARB_point_sprite = GL_TRUE;
ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
#if FEATURE_ARB_shader_objects
ctx->Extensions.ARB_shader_objects = GL_TRUE;
#endif
#if FEATURE_ARB_shading_language_100
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
#endif
ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
#if FEATURE_ARB_vertex_shader
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
#endif
#endif
}