- Port 3.4 texture utils, texture format work to 3.5 (including new

FetchTexel routines).
- Initial hooks for GL_EXT_texture_filter_anisotropic.
This commit is contained in:
Gareth Hughes
2001-03-18 08:53:49 +00:00
parent 6e550baa0a
commit 2c3d34c905
19 changed files with 2364 additions and 1824 deletions

View File

@@ -1,4 +1,4 @@
/* $Id: extensions.c,v 1.52 2001/03/15 18:21:01 brianp Exp $ */
/* $Id: extensions.c,v 1.53 2001/03/18 08:53:49 gareth Exp $ */
/*
* Mesa 3-D graphics library
@@ -56,59 +56,60 @@ static struct {
const char *name;
int flag_offset;
} default_extensions[] = {
{ OFF, "GL_ARB_imaging", F(ARB_imaging) },
{ OFF, "GL_ARB_multitexture", F(ARB_multitexture) },
{ OFF, "GL_ARB_texture_compression", F(ARB_texture_compression) },
{ OFF, "GL_ARB_texture_cube_map", F(ARB_texture_cube_map) },
{ OFF, "GL_ARB_texture_env_add", F(EXT_texture_env_add) },
{ ON, "GL_ARB_tranpose_matrix", 0 },
{ ON, "GL_EXT_abgr", 0 },
{ ON, "GL_EXT_bgra", 0 },
{ OFF, "GL_EXT_blend_color", F(EXT_blend_color) },
{ OFF, "GL_EXT_blend_func_separate", F(EXT_blend_func_separate) },
{ OFF, "GL_EXT_blend_logic_op", F(EXT_blend_logic_op) },
{ OFF, "GL_EXT_blend_minmax", F(EXT_blend_minmax) },
{ OFF, "GL_EXT_blend_subtract", F(EXT_blend_subtract) },
{ ON, "GL_EXT_clip_volume_hint", F(EXT_clip_volume_hint) },
{ OFF, "GL_EXT_cull_vertex", 0 },
{ OFF, "GL_EXT_convolution", F(EXT_convolution) },
{ ON, "GL_EXT_compiled_vertex_array", F(EXT_compiled_vertex_array) },
{ OFF, "GL_EXT_fog_coord", F(EXT_fog_coord) },
{ OFF, "GL_EXT_histogram", F(EXT_histogram) },
{ ON, "GL_EXT_packed_pixels", F(EXT_packed_pixels) },
{ OFF, "GL_EXT_paletted_texture", F(EXT_paletted_texture) },
{ OFF, "GL_EXT_point_parameters", F(EXT_point_parameters) },
{ ON, "GL_EXT_polygon_offset", F(EXT_polygon_offset) },
{ ON, "GL_EXT_rescale_normal", F(EXT_rescale_normal) },
{ OFF, "GL_EXT_secondary_color", F(EXT_secondary_color) },
{ OFF, "GL_EXT_shared_texture_palette", F(EXT_shared_texture_palette) },
{ OFF, "GL_EXT_stencil_wrap", F(EXT_stencil_wrap) },
{ ON, "GL_EXT_texture3D", F(EXT_texture3D) },
{ OFF, "GL_EXT_texture_compression_s3tc", F(EXT_texture_compression_s3tc)},
{ OFF, "GL_EXT_texture_env_add", F(EXT_texture_env_add) },
{ OFF, "GL_EXT_texture_env_combine", F(EXT_texture_env_combine) },
{ OFF, "GL_EXT_texture_env_dot3", F(EXT_texture_env_dot3) },
{ ON, "GL_EXT_texture_object", F(EXT_texture_object) },
{ OFF, "GL_EXT_texture_lod_bias", F(EXT_texture_lod_bias) },
{ ON, "GL_EXT_vertex_array", 0 },
{ OFF, "GL_EXT_vertex_array_set", F(EXT_vertex_array_set) },
{ OFF, "GL_HP_occlusion_test", F(HP_occlusion_test) },
{ OFF, "GL_INGR_blend_func_separate", F(INGR_blend_func_separate) },
{ OFF, "GL_MESA_packed_depth_stencil", 0 },
{ OFF, "GL_MESA_resize_buffers", F(MESA_resize_buffers) },
{ OFF, "GL_MESA_sprite_point", F(MESA_sprite_point) },
{ ON, "GL_MESA_window_pos", F(MESA_window_pos) },
{ OFF, "GL_NV_blend_square", F(NV_blend_square) },
{ ON, "GL_NV_texgen_reflection", F(NV_texgen_reflection) },
{ OFF, "GL_SGI_color_matrix", F(SGI_color_matrix) },
{ OFF, "GL_SGI_color_table", F(SGI_color_table) },
{ OFF, "GL_SGIS_pixel_texture", F(SGIS_pixel_texture) },
{ OFF, "GL_SGIS_texture_edge_clamp", F(SGIS_texture_edge_clamp) },
{ OFF, "GL_SGIX_depth_texture", F(SGIX_depth_texture) },
{ OFF, "GL_SGIX_pixel_texture", F(SGIX_pixel_texture) },
{ OFF, "GL_SGIX_shadow", F(SGIX_shadow) },
{ OFF, "GL_SGIX_shadow_ambient", F(SGIX_shadow_ambient) },
{ OFF, "GL_3DFX_texture_compression_FXT1", F(_3DFX_texture_compression_FXT1) }
{ OFF, "GL_ARB_imaging", F(ARB_imaging) },
{ OFF, "GL_ARB_multitexture", F(ARB_multitexture) },
{ OFF, "GL_ARB_texture_compression", F(ARB_texture_compression) },
{ OFF, "GL_ARB_texture_cube_map", F(ARB_texture_cube_map) },
{ OFF, "GL_ARB_texture_env_add", F(EXT_texture_env_add) },
{ ON, "GL_ARB_tranpose_matrix", 0 },
{ ON, "GL_EXT_abgr", 0 },
{ ON, "GL_EXT_bgra", 0 },
{ OFF, "GL_EXT_blend_color", F(EXT_blend_color) },
{ OFF, "GL_EXT_blend_func_separate", F(EXT_blend_func_separate) },
{ OFF, "GL_EXT_blend_logic_op", F(EXT_blend_logic_op) },
{ OFF, "GL_EXT_blend_minmax", F(EXT_blend_minmax) },
{ OFF, "GL_EXT_blend_subtract", F(EXT_blend_subtract) },
{ ON, "GL_EXT_clip_volume_hint", F(EXT_clip_volume_hint) },
{ OFF, "GL_EXT_cull_vertex", 0 },
{ OFF, "GL_EXT_convolution", F(EXT_convolution) },
{ ON, "GL_EXT_compiled_vertex_array", F(EXT_compiled_vertex_array) },
{ OFF, "GL_EXT_fog_coord", F(EXT_fog_coord) },
{ OFF, "GL_EXT_histogram", F(EXT_histogram) },
{ ON, "GL_EXT_packed_pixels", F(EXT_packed_pixels) },
{ OFF, "GL_EXT_paletted_texture", F(EXT_paletted_texture) },
{ OFF, "GL_EXT_point_parameters", F(EXT_point_parameters) },
{ ON, "GL_EXT_polygon_offset", F(EXT_polygon_offset) },
{ ON, "GL_EXT_rescale_normal", F(EXT_rescale_normal) },
{ OFF, "GL_EXT_secondary_color", F(EXT_secondary_color) },
{ OFF, "GL_EXT_shared_texture_palette", F(EXT_shared_texture_palette) },
{ OFF, "GL_EXT_stencil_wrap", F(EXT_stencil_wrap) },
{ ON, "GL_EXT_texture3D", F(EXT_texture3D) },
{ OFF, "GL_EXT_texture_compression_s3tc", F(EXT_texture_compression_s3tc) },
{ OFF, "GL_EXT_texture_env_add", F(EXT_texture_env_add) },
{ OFF, "GL_EXT_texture_env_combine", F(EXT_texture_env_combine) },
{ OFF, "GL_EXT_texture_env_dot3", F(EXT_texture_env_dot3) },
{ OFF, "GL_EXT_texture_filter_anisotropic", F(EXT_texture_filter_anisotropic) },
{ ON, "GL_EXT_texture_object", F(EXT_texture_object) },
{ OFF, "GL_EXT_texture_lod_bias", F(EXT_texture_lod_bias) },
{ ON, "GL_EXT_vertex_array", 0 },
{ OFF, "GL_EXT_vertex_array_set", F(EXT_vertex_array_set) },
{ OFF, "GL_HP_occlusion_test", F(HP_occlusion_test) },
{ OFF, "GL_INGR_blend_func_separate", F(INGR_blend_func_separate) },
{ OFF, "GL_MESA_packed_depth_stencil", 0 },
{ OFF, "GL_MESA_resize_buffers", F(MESA_resize_buffers) },
{ OFF, "GL_MESA_sprite_point", F(MESA_sprite_point) },
{ ON, "GL_MESA_window_pos", F(MESA_window_pos) },
{ OFF, "GL_NV_blend_square", F(NV_blend_square) },
{ ON, "GL_NV_texgen_reflection", F(NV_texgen_reflection) },
{ OFF, "GL_SGI_color_matrix", F(SGI_color_matrix) },
{ OFF, "GL_SGI_color_table", F(SGI_color_table) },
{ OFF, "GL_SGIS_pixel_texture", F(SGIS_pixel_texture) },
{ OFF, "GL_SGIS_texture_edge_clamp", F(SGIS_texture_edge_clamp) },
{ OFF, "GL_SGIX_depth_texture", F(SGIX_depth_texture) },
{ OFF, "GL_SGIX_pixel_texture", F(SGIX_pixel_texture) },
{ OFF, "GL_SGIX_shadow", F(SGIX_shadow) },
{ OFF, "GL_SGIX_shadow_ambient", F(SGIX_shadow_ambient) },
{ OFF, "GL_3DFX_texture_compression_FXT1", F(_3DFX_texture_compression_FXT1) }
};