mesa: initial changes for GL_NV_texture_env_combine4
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@@ -155,6 +155,7 @@ static const struct {
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{ OFF, "GL_NV_fragment_program", F(NV_fragment_program) },
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{ ON, "GL_NV_light_max_exponent", F(NV_light_max_exponent) },
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{ OFF, "GL_NV_point_sprite", F(NV_point_sprite) },
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{ OFF, "GL_NV_texture_env_combine4", F(NV_texture_env_combine4) },
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{ OFF, "GL_NV_texture_rectangle", F(NV_texture_rectangle) },
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{ ON, "GL_NV_texgen_reflection", F(NV_texgen_reflection) },
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{ OFF, "GL_NV_vertex_program", F(NV_vertex_program) },
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@@ -1468,23 +1468,20 @@ struct gl_texture_object
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/**
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* Texture combine environment state.
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*
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* \todo
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* If GL_NV_texture_env_combine4 is ever supported, the arrays in this
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* structure will need to be expanded for 4 elements.
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* Up to four combiner sources are possible with GL_NV_texture_env_combine4.
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*/
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struct gl_tex_env_combine_state
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{
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GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
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GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
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GLenum SourceRGB[3]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
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GLenum SourceA[3]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
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GLenum OperandRGB[3]; /**< SRC_COLOR, ONE_MINUS_SRC_COLOR, etc */
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GLenum OperandA[3]; /**< SRC_ALPHA, ONE_MINUS_SRC_ALPHA, etc */
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GLenum SourceRGB[4]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
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GLenum SourceA[4]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
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GLenum OperandRGB[4]; /**< SRC_COLOR, ONE_MINUS_SRC_COLOR, etc */
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GLenum OperandA[4]; /**< SRC_ALPHA, ONE_MINUS_SRC_ALPHA, etc */
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GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
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GLuint ScaleShiftA; /**< 0, 1 or 2 */
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GLuint _NumArgsRGB; /**< Number of inputs used for the combine mode. */
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GLuint _NumArgsA; /**< Number of inputs used for the combine mode. */
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GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
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GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
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};
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@@ -2649,6 +2646,7 @@ struct gl_extensions
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GLboolean NV_light_max_exponent;
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GLboolean NV_point_sprite;
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GLboolean NV_texgen_reflection;
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GLboolean NV_texture_env_combine4;
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GLboolean NV_texture_rectangle;
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GLboolean NV_vertex_program;
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GLboolean NV_vertex_program1_1;
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