blob: ddcb44f06bf36129df7f910f3ecf64a609e026c1 [file] [log] [blame]
/*
* Mesa 3-D graphics library
* Version: 7.1
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "imports.h"
#include "context.h"
#include "extensions.h"
#include "simple_list.h"
#include "mtypes.h"
#define F(x) (int)(uintptr_t)&(((struct gl_extensions *)0)->x)
#define ON GL_TRUE
#define OFF GL_FALSE
/*
* Note: The GL_MESAX_* extensions are placeholders for future ARB extensions.
*/
static const struct {
GLboolean enabled;
const char *name;
int flag_offset;
} default_extensions[] = {
{ OFF, "GL_ARB_depth_texture", F(ARB_depth_texture) },
{ OFF, "GL_ARB_draw_buffers", F(ARB_draw_buffers) },
{ OFF, "GL_ARB_fragment_program", F(ARB_fragment_program) },
{ OFF, "GL_ARB_fragment_program_shadow", F(ARB_fragment_program_shadow) },
{ OFF, "GL_ARB_fragment_shader", F(ARB_fragment_shader) },
{ OFF, "GL_ARB_half_float_pixel", F(ARB_half_float_pixel) },
{ OFF, "GL_ARB_imaging", F(ARB_imaging) },
{ OFF, "GL_ARB_multisample", F(ARB_multisample) },
{ OFF, "GL_ARB_multitexture", F(ARB_multitexture) },
{ OFF, "GL_ARB_occlusion_query", F(ARB_occlusion_query) },
{ OFF, "GL_ARB_pixel_buffer_object", F(EXT_pixel_buffer_object) },
{ 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_shading_language_120", F(ARB_shading_language_120) },
{ 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) },
{ 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) },
{ OFF, "GL_ARB_texture_env_combine", F(ARB_texture_env_combine) },
{ OFF, "GL_ARB_texture_env_crossbar", F(ARB_texture_env_crossbar) },
{ OFF, "GL_ARB_texture_env_dot3", F(ARB_texture_env_dot3) },
{ OFF, "GL_MESAX_texture_float", F(ARB_texture_float) },
{ OFF, "GL_ARB_texture_mirrored_repeat", F(ARB_texture_mirrored_repeat)},
{ OFF, "GL_ARB_texture_non_power_of_two", F(ARB_texture_non_power_of_two)},
{ OFF, "GL_ARB_texture_rectangle", F(NV_texture_rectangle) },
{ ON, "GL_ARB_transpose_matrix", F(ARB_transpose_matrix) },
{ OFF, "GL_ARB_vertex_buffer_object", F(ARB_vertex_buffer_object) },
{ OFF, "GL_ARB_vertex_program", F(ARB_vertex_program) },
{ OFF, "GL_ARB_vertex_shader", F(ARB_vertex_shader) },
{ ON, "GL_ARB_window_pos", F(ARB_window_pos) },
{ ON, "GL_EXT_abgr", F(EXT_abgr) },
{ ON, "GL_EXT_bgra", F(EXT_bgra) },
{ OFF, "GL_EXT_blend_color", F(EXT_blend_color) },
{ OFF, "GL_EXT_blend_equation_separate", F(EXT_blend_equation_separate) },
{ 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", F(EXT_cull_vertex) },
{ ON, "GL_EXT_compiled_vertex_array", F(EXT_compiled_vertex_array) },
{ OFF, "GL_EXT_convolution", F(EXT_convolution) },
{ ON, "GL_EXT_copy_texture", F(EXT_copy_texture) },
{ OFF, "GL_EXT_depth_bounds_test", F(EXT_depth_bounds_test) },
{ ON, "GL_EXT_draw_range_elements", F(EXT_draw_range_elements) },
{ OFF, "GL_EXT_framebuffer_object", F(EXT_framebuffer_object) },
{ OFF, "GL_EXT_framebuffer_blit", F(EXT_framebuffer_blit) },
{ OFF, "GL_EXT_fog_coord", F(EXT_fog_coord) },
{ OFF, "GL_EXT_gpu_program_parameters", F(EXT_gpu_program_parameters) },
{ OFF, "GL_EXT_histogram", F(EXT_histogram) },
{ OFF, "GL_EXT_multi_draw_arrays", F(EXT_multi_draw_arrays) },
{ OFF, "GL_EXT_packed_depth_stencil", F(EXT_packed_depth_stencil) },
{ ON, "GL_EXT_packed_pixels", F(EXT_packed_pixels) },
{ OFF, "GL_EXT_paletted_texture", F(EXT_paletted_texture) },
{ OFF, "GL_EXT_pixel_buffer_object", F(EXT_pixel_buffer_object) },
{ 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) },
{ ON, "GL_EXT_separate_specular_color", F(EXT_separate_specular_color) },
{ OFF, "GL_EXT_shadow_funcs", F(EXT_shadow_funcs) },
{ OFF, "GL_EXT_shared_texture_palette", F(EXT_shared_texture_palette) },
{ OFF, "GL_EXT_stencil_two_side", F(EXT_stencil_two_side) },
{ OFF, "GL_EXT_stencil_wrap", F(EXT_stencil_wrap) },
{ ON, "GL_EXT_subtexture", F(EXT_subtexture) },
{ ON, "GL_EXT_texture", F(EXT_texture) },
{ ON, "GL_EXT_texture3D", F(EXT_texture3D) },
{ OFF, "GL_EXT_texture_compression_s3tc", F(EXT_texture_compression_s3tc) },
{ ON, "GL_EXT_texture_edge_clamp", F(SGIS_texture_edge_clamp) },
{ 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) },
{ OFF, "GL_EXT_texture_lod_bias", F(EXT_texture_lod_bias) },
{ OFF, "GL_EXT_texture_mirror_clamp", F(EXT_texture_mirror_clamp) },
{ ON, "GL_EXT_texture_object", F(EXT_texture_object) },
{ OFF, "GL_EXT_texture_rectangle", F(NV_texture_rectangle) },
{ OFF, "GL_EXT_texture_sRGB", F(EXT_texture_sRGB) },
{ OFF, "GL_EXT_timer_query", F(EXT_timer_query) },
{ ON, "GL_EXT_vertex_array", F(EXT_vertex_array) },
{ OFF, "GL_EXT_vertex_array_set", F(EXT_vertex_array_set) },
{ OFF, "GL_3DFX_texture_compression_FXT1", F(TDFX_texture_compression_FXT1) },
{ OFF, "GL_APPLE_client_storage", F(APPLE_client_storage) },
{ ON, "GL_APPLE_packed_pixels", F(APPLE_packed_pixels) },
{ OFF, "GL_APPLE_vertex_array_object", F(APPLE_vertex_array_object) },
{ OFF, "GL_ATI_blend_equation_separate", F(EXT_blend_equation_separate) },
{ OFF, "GL_ATI_texture_env_combine3", F(ATI_texture_env_combine3)},
{ OFF, "GL_ATI_texture_mirror_once", F(ATI_texture_mirror_once)},
{ OFF, "GL_ATI_fragment_shader", F(ATI_fragment_shader)},
{ OFF, "GL_ATI_separate_stencil", F(ATI_separate_stencil)},
{ OFF, "GL_IBM_multimode_draw_arrays", F(IBM_multimode_draw_arrays) },
{ ON, "GL_IBM_rasterpos_clip", F(IBM_rasterpos_clip) },
{ OFF, "GL_IBM_texture_mirrored_repeat", F(ARB_texture_mirrored_repeat)},
{ OFF, "GL_INGR_blend_func_separate", F(EXT_blend_func_separate) },
{ OFF, "GL_MESA_pack_invert", F(MESA_pack_invert) },
{ 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) },
{ OFF, "GL_NV_fragment_program", F(NV_fragment_program) },
{ ON, "GL_NV_light_max_exponent", F(NV_light_max_exponent) },
{ OFF, "GL_NV_point_sprite", F(NV_point_sprite) },
{ OFF, "GL_NV_texture_rectangle", F(NV_texture_rectangle) },
{ ON, "GL_NV_texgen_reflection", F(NV_texgen_reflection) },
{ OFF, "GL_NV_vertex_program", F(NV_vertex_program) },
{ OFF, "GL_NV_vertex_program1_1", F(NV_vertex_program1_1) },
{ ON, "GL_OES_read_format", F(OES_read_format) },
{ OFF, "GL_SGI_color_matrix", F(SGI_color_matrix) },
{ OFF, "GL_SGI_color_table", F(SGI_color_table) },
{ OFF, "GL_SGI_texture_color_table", F(SGI_texture_color_table) },
{ OFF, "GL_SGIS_generate_mipmap", F(SGIS_generate_mipmap) },
{ OFF, "GL_SGIS_texture_border_clamp", F(ARB_texture_border_clamp) },
{ ON, "GL_SGIS_texture_edge_clamp", F(SGIS_texture_edge_clamp) },
{ ON, "GL_SGIS_texture_lod", F(SGIS_texture_lod) },
{ OFF, "GL_SGIX_depth_texture", F(SGIX_depth_texture) },
{ OFF, "GL_SGIX_shadow", F(SGIX_shadow) },
{ OFF, "GL_SGIX_shadow_ambient", F(SGIX_shadow_ambient) },
{ OFF, "GL_SUN_multi_draw_arrays", F(EXT_multi_draw_arrays) },
{ OFF, "GL_S3_s3tc", F(S3_s3tc) },
};
/**
* Enable all extensions suitable for a software-only renderer.
* This is a convenience function used by the XMesa, OSMesa, GGI drivers, etc.
*/
void
_mesa_enable_sw_extensions(GLcontext *ctx)
{
ctx->Extensions.ARB_depth_texture = GL_TRUE;
ctx->Extensions.ARB_draw_buffers = GL_TRUE;
#if FEATURE_ARB_fragment_program
ctx->Extensions.ARB_fragment_program = GL_TRUE;
ctx->Extensions.ARB_fragment_program_shadow = 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;
ctx->Extensions.ARB_multitexture = GL_TRUE;
#if FEATURE_ARB_occlusion_query
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
#if FEATURE_ARB_shading_language_120
ctx->Extensions.ARB_shading_language_120 = GL_FALSE; /* not quite done */
#endif
ctx->Extensions.ARB_shadow = GL_TRUE;
ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
/*ctx->Extensions.ARB_texture_float = GL_TRUE;*/
ctx->Extensions.ARB_texture_mirrored_repeat = GL_TRUE;
ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
#if FEATURE_ARB_vertex_program
ctx->Extensions.ARB_vertex_program = 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
ctx->Extensions.APPLE_vertex_array_object = GL_TRUE;
#if FEATURE_ATI_fragment_shader
ctx->Extensions.ATI_fragment_shader = GL_TRUE;
#endif
ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;
ctx->Extensions.ATI_texture_mirror_once = GL_TRUE;
ctx->Extensions.ATI_separate_stencil = GL_TRUE;
ctx->Extensions.EXT_blend_color = GL_TRUE;
ctx->Extensions.EXT_blend_equation_separate = GL_TRUE;
ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
ctx->Extensions.EXT_blend_logic_op = GL_TRUE;
ctx->Extensions.EXT_blend_minmax = GL_TRUE;
ctx->Extensions.EXT_blend_subtract = GL_TRUE;
ctx->Extensions.EXT_convolution = GL_TRUE;
ctx->Extensions.EXT_depth_bounds_test = GL_TRUE;
ctx->Extensions.EXT_fog_coord = GL_TRUE;
#if FEATURE_EXT_framebuffer_object
ctx->Extensions.EXT_framebuffer_object = GL_TRUE;
#endif
#if FEATURE_EXT_framebuffer_blit
ctx->Extensions.EXT_framebuffer_blit = GL_TRUE;
#endif
ctx->Extensions.EXT_histogram = GL_TRUE;
ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;
ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
ctx->Extensions.EXT_paletted_texture = GL_TRUE;
#if FEATURE_EXT_pixel_buffer_object
ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
#endif
ctx->Extensions.EXT_point_parameters = GL_TRUE;
ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
ctx->Extensions.EXT_secondary_color = GL_TRUE;
ctx->Extensions.EXT_shared_texture_palette = GL_TRUE;
ctx->Extensions.EXT_stencil_wrap = GL_TRUE;
ctx->Extensions.EXT_stencil_two_side = GL_FALSE; /* obsolete */
ctx->Extensions.EXT_texture_env_add = GL_TRUE;
ctx->Extensions.EXT_texture_env_combine = GL_TRUE;
ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE;
ctx->Extensions.EXT_texture_mirror_clamp = GL_TRUE;
ctx->Extensions.EXT_texture_lod_bias = GL_TRUE;
#if FEATURE_EXT_texture_sRGB
ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
#endif
ctx->Extensions.IBM_multimode_draw_arrays = GL_TRUE;
ctx->Extensions.MESA_pack_invert = GL_TRUE;
#if FEATURE_MESA_program_debug
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;*/
ctx->Extensions.NV_point_sprite = GL_TRUE;
ctx->Extensions.NV_texture_rectangle = GL_TRUE;
/*ctx->Extensions.NV_texgen_reflection = GL_TRUE;*/
#if FEATURE_NV_vertex_program
ctx->Extensions.NV_vertex_program = GL_TRUE;
ctx->Extensions.NV_vertex_program1_1 = GL_TRUE;
#endif
#if FEATURE_NV_fragment_program
ctx->Extensions.NV_fragment_program = GL_TRUE;
#endif
ctx->Extensions.SGI_color_matrix = GL_TRUE;
ctx->Extensions.SGI_color_table = GL_TRUE;
ctx->Extensions.SGI_texture_color_table = GL_TRUE;
ctx->Extensions.SGIS_generate_mipmap = GL_TRUE;
ctx->Extensions.SGIS_texture_edge_clamp = GL_TRUE;
ctx->Extensions.SGIX_depth_texture = GL_TRUE;
ctx->Extensions.SGIX_shadow = GL_TRUE;
ctx->Extensions.SGIX_shadow_ambient = GL_TRUE;
#if FEATURE_ARB_vertex_program || FEATURE_ARB_fragment_program
ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE;
#endif
}
/**
* Enable GL_ARB_imaging and all the EXT extensions that are subsets of it.
*/
void
_mesa_enable_imaging_extensions(GLcontext *ctx)
{
ctx->Extensions.ARB_imaging = GL_TRUE;
ctx->Extensions.EXT_blend_color = GL_TRUE;
ctx->Extensions.EXT_blend_logic_op = GL_TRUE;
ctx->Extensions.EXT_blend_minmax = GL_TRUE;
ctx->Extensions.EXT_blend_subtract = GL_TRUE;
ctx->Extensions.EXT_convolution = GL_TRUE;
ctx->Extensions.EXT_histogram = GL_TRUE;
ctx->Extensions.SGI_color_matrix = GL_TRUE;
ctx->Extensions.SGI_color_table = GL_TRUE;
}
/**
* Enable all OpenGL 1.3 features and extensions.
* A convenience function to be called by drivers.
*/
void
_mesa_enable_1_3_extensions(GLcontext *ctx)
{
ctx->Extensions.ARB_multisample = GL_TRUE;
ctx->Extensions.ARB_multitexture = GL_TRUE;
ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
ctx->Extensions.ARB_texture_compression = GL_TRUE;
ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
ctx->Extensions.EXT_texture_env_add = GL_TRUE;
/*ctx->Extensions.ARB_transpose_matrix = GL_TRUE;*/
}
/**
* Enable all OpenGL 1.4 features and extensions.
* A convenience function to be called by drivers.
*/
void
_mesa_enable_1_4_extensions(GLcontext *ctx)
{
ctx->Extensions.ARB_depth_texture = GL_TRUE;
ctx->Extensions.ARB_shadow = GL_TRUE;
ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
ctx->Extensions.ARB_texture_mirrored_repeat = GL_TRUE;
ctx->Extensions.ARB_window_pos = GL_TRUE;
ctx->Extensions.EXT_blend_color = GL_TRUE;
ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
ctx->Extensions.EXT_blend_minmax = GL_TRUE;
ctx->Extensions.EXT_blend_subtract = GL_TRUE;
ctx->Extensions.EXT_fog_coord = GL_TRUE;
ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;
ctx->Extensions.EXT_point_parameters = GL_TRUE;
ctx->Extensions.EXT_secondary_color = GL_TRUE;
ctx->Extensions.EXT_stencil_wrap = GL_TRUE;
ctx->Extensions.EXT_texture_lod_bias = GL_TRUE;
ctx->Extensions.SGIS_generate_mipmap = GL_TRUE;
}
/**
* Enable all OpenGL 1.5 features and extensions.
* A convenience function to be called by drivers.
*/
void
_mesa_enable_1_5_extensions(GLcontext *ctx)
{
ctx->Extensions.ARB_occlusion_query = GL_TRUE;
ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;
ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
}
/**
* Enable all OpenGL 2.0 features and extensions.
* A convenience function to be called by drivers.
*/
void
_mesa_enable_2_0_extensions(GLcontext *ctx)
{
ctx->Extensions.ARB_draw_buffers = 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_FALSE; /* obsolete */
#if FEATURE_ARB_vertex_shader
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
#endif
}
/**
* Enable all OpenGL 2.1 features and extensions.
* A convenience function to be called by drivers.
*/
void
_mesa_enable_2_1_extensions(GLcontext *ctx)
{
#if FEATURE_EXT_pixel_buffer_object
ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
#endif
#if FEATURE_EXT_texture_sRGB
ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
#endif
#ifdef FEATURE_ARB_shading_language_120
ctx->Extensions.ARB_shading_language_120 = GL_FALSE; /* not quite done */
#endif
}
/**
* Either enable or disable the named extension.
*/
static void
set_extension( GLcontext *ctx, const char *name, GLboolean state )
{
GLboolean *base = (GLboolean *) &ctx->Extensions;
GLuint i;
if (ctx->Extensions.String) {
/* The string was already queried - can't change it now! */
_mesa_problem(ctx, "Trying to enable/disable extension after glGetString(GL_EXTENSIONS): %s", name);
return;
}
for (i = 0 ; i < Elements(default_extensions) ; i++) {
if (_mesa_strcmp(default_extensions[i].name, name) == 0) {
if (default_extensions[i].flag_offset) {
GLboolean *enabled = base + default_extensions[i].flag_offset;
*enabled = state;
}
return;
}
}
_mesa_problem(ctx, "Trying to enable unknown extension: %s", name);
}
/**
* Enable the named extension.
* Typically called by drivers.
*/
void
_mesa_enable_extension( GLcontext *ctx, const char *name )
{
set_extension(ctx, name, GL_TRUE);
}
/**
* Disable the named extension.
* XXX is this really needed???
*/
void
_mesa_disable_extension( GLcontext *ctx, const char *name )
{
set_extension(ctx, name, GL_FALSE);
}
/**
* Test if the named extension is enabled in this context.
*/
GLboolean
_mesa_extension_is_enabled( GLcontext *ctx, const char *name )
{
const GLboolean *base = (const GLboolean *) &ctx->Extensions;
GLuint i;
for (i = 0 ; i < Elements(default_extensions) ; i++) {
if (_mesa_strcmp(default_extensions[i].name, name) == 0) {
if (!default_extensions[i].flag_offset)
return GL_TRUE;
return *(base + default_extensions[i].flag_offset);
}
}
return GL_FALSE;
}
/**
* Run through the default_extensions array above and set the
* ctx->Extensions.ARB/EXT_* flags accordingly.
* To be called during context initialization.
*/
void
_mesa_init_extensions( GLcontext *ctx )
{
GLboolean *base = (GLboolean *) &ctx->Extensions;
GLuint i;
for (i = 0 ; i < Elements(default_extensions) ; i++) {
if (default_extensions[i].enabled &&
default_extensions[i].flag_offset) {
*(base + default_extensions[i].flag_offset) = GL_TRUE;
}
}
}
/**
* Construct the GL_EXTENSIONS string. Called the first time that
* glGetString(GL_EXTENSIONS) is called.
*/
GLubyte *
_mesa_make_extension_string( GLcontext *ctx )
{
const GLboolean *base = (const GLboolean *) &ctx->Extensions;
GLuint extStrLen = 0;
GLubyte *s;
GLuint i;
/* first, compute length of the extension string */
for (i = 0 ; i < Elements(default_extensions) ; i++) {
if (!default_extensions[i].flag_offset ||
*(base + default_extensions[i].flag_offset)) {
extStrLen += (GLuint)_mesa_strlen(default_extensions[i].name) + 1;
}
}
s = (GLubyte *) _mesa_malloc(extStrLen);
/* second, build the extension string */
extStrLen = 0;
for (i = 0 ; i < Elements(default_extensions) ; i++) {
if (!default_extensions[i].flag_offset ||
*(base + default_extensions[i].flag_offset)) {
GLuint len = (GLuint)_mesa_strlen(default_extensions[i].name);
_mesa_memcpy(s + extStrLen, default_extensions[i].name, len);
extStrLen += len;
s[extStrLen] = (GLubyte) ' ';
extStrLen++;
}
}
ASSERT(extStrLen > 0);
s[extStrLen - 1] = 0;
return s;
}