Initial implementation of MESA_texture_array

Shadow sampling from texture arrays is still not implemented.  Everything
else should be there, though.
This commit is contained in:
Ian Romanick
2007-05-16 15:34:22 -07:00
parent 9ebffb86a6
commit bb372f1c9b
30 changed files with 4434 additions and 3077 deletions

View File

@@ -145,6 +145,7 @@ static const struct {
{ OFF, "GL_MESA_packed_depth_stencil", F(MESA_packed_depth_stencil) },
{ OFF, "GL_MESA_program_debug", F(MESA_program_debug) },
{ OFF, "GL_MESA_resize_buffers", F(MESA_resize_buffers) },
{ OFF, "GL_MESA_texture_array", F(MESA_texture_array) },
{ OFF, "GL_MESA_ycbcr_texture", F(MESA_ycbcr_texture) },
{ ON, "GL_MESA_window_pos", F(ARB_window_pos) },
{ OFF, "GL_NV_blend_square", F(NV_blend_square) },
@@ -270,6 +271,7 @@ _mesa_enable_sw_extensions(GLcontext *ctx)
ctx->Extensions.MESA_program_debug = GL_TRUE;
#endif
ctx->Extensions.MESA_resize_buffers = GL_TRUE;
ctx->Extensions.MESA_texture_array = GL_TRUE;
ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
ctx->Extensions.NV_blend_square = GL_TRUE;
/*ctx->Extensions.NV_light_max_exponent = GL_TRUE;*/