Initial implementation of MESA_texture_array
Shadow sampling from texture arrays is still not implemented. Everything else should be there, though.
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@@ -145,6 +145,7 @@ static const struct {
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{ OFF, "GL_MESA_packed_depth_stencil", F(MESA_packed_depth_stencil) },
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{ OFF, "GL_MESA_program_debug", F(MESA_program_debug) },
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{ OFF, "GL_MESA_resize_buffers", F(MESA_resize_buffers) },
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{ OFF, "GL_MESA_texture_array", F(MESA_texture_array) },
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{ OFF, "GL_MESA_ycbcr_texture", F(MESA_ycbcr_texture) },
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{ ON, "GL_MESA_window_pos", F(ARB_window_pos) },
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{ OFF, "GL_NV_blend_square", F(NV_blend_square) },
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@@ -270,6 +271,7 @@ _mesa_enable_sw_extensions(GLcontext *ctx)
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ctx->Extensions.MESA_program_debug = GL_TRUE;
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#endif
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ctx->Extensions.MESA_resize_buffers = GL_TRUE;
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ctx->Extensions.MESA_texture_array = GL_TRUE;
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ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
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ctx->Extensions.NV_blend_square = GL_TRUE;
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/*ctx->Extensions.NV_light_max_exponent = GL_TRUE;*/
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