/* * Mesa 3-D graphics library * Version: 7.6 * * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * Copyright (C) 2009 VMware, Inc. 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 "mtypes.h" #define F(x) offsetof(struct gl_extensions, 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_blend_func_extended", F(ARB_blend_func_extended) }, { ON, "GL_ARB_copy_buffer", F(ARB_copy_buffer) }, { OFF, "GL_ARB_depth_buffer_float", F(ARB_depth_buffer_float) }, { OFF, "GL_ARB_depth_clamp", F(ARB_depth_clamp) }, { OFF, "GL_ARB_depth_texture", F(ARB_depth_texture) }, { ON, "GL_ARB_draw_buffers", F(ARB_draw_buffers) }, { OFF, "GL_ARB_draw_elements_base_vertex", F(ARB_draw_elements_base_vertex) }, { OFF, "GL_ARB_draw_instanced", F(ARB_draw_instanced) }, { OFF, "GL_ARB_fragment_coord_conventions", F(ARB_fragment_coord_conventions) }, { 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_framebuffer_object", F(ARB_framebuffer_object) }, { OFF, "GL_ARB_explicit_attrib_location", F(ARB_explicit_attrib_location) }, /* TODO: reenable this when the new GLSL compiler actually supports them */ /* { OFF, "GL_ARB_geometry_shader4", F(ARB_geometry_shader4) }, */ { OFF, "GL_ARB_half_float_pixel", F(ARB_half_float_pixel) }, { OFF, "GL_ARB_half_float_vertex", F(ARB_half_float_vertex) }, { OFF, "GL_ARB_instanced_arrays", F(ARB_instanced_arrays) }, { OFF, "GL_ARB_map_buffer_range", F(ARB_map_buffer_range) }, { ON, "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_occlusion_query2", F(ARB_occlusion_query2) }, { 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_provoking_vertex", F(EXT_provoking_vertex) }, { OFF, "GL_ARB_sampler_objects", F(ARB_sampler_objects) }, { OFF, "GL_ARB_seamless_cube_map", F(ARB_seamless_cube_map) }, { OFF, "GL_ARB_shader_objects", F(ARB_shader_objects) }, { OFF, "GL_ARB_shading_language_100", F(ARB_shading_language_100) }, { OFF, "GL_ARB_shadow", F(ARB_shadow) }, { OFF, "GL_ARB_shadow_ambient", F(ARB_shadow_ambient) }, { OFF, "GL_ARB_sync", F(ARB_sync) }, { OFF, "GL_ARB_texture_border_clamp", F(ARB_texture_border_clamp) }, { OFF, "GL_ARB_texture_buffer_object", F(ARB_texture_buffer_object) }, { ON, "GL_ARB_texture_compression", F(ARB_texture_compression) }, { OFF, "GL_ARB_texture_compression_rgtc", F(ARB_texture_compression_rgtc) }, { 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_multisample", F(ARB_texture_multisample) }, { OFF, "GL_ARB_texture_non_power_of_two", F(ARB_texture_non_power_of_two)}, { OFF, "GL_ARB_texture_rectangle", F(NV_texture_rectangle) }, { OFF, "GL_ARB_texture_rg", F(ARB_texture_rg) }, { OFF, "GL_ARB_texture_rgb10_a2ui", F(ARB_texture_rgb10_a2ui) }, { OFF, "GL_ARB_texture_swizzle", F(EXT_texture_swizzle) }, { ON, "GL_ARB_transpose_matrix", F(ARB_transpose_matrix) }, { OFF, "GL_ARB_transform_feedback2", F(ARB_transform_feedback2) }, { OFF, "GL_ARB_uniform_buffer_object", F(ARB_uniform_buffer_object) }, { OFF, "GL_ARB_vertex_array_bgra", F(EXT_vertex_array_bgra) }, { OFF, "GL_ARB_vertex_array_object", F(ARB_vertex_array_object) }, { ON, "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) }, { OFF, "GL_ARB_vertex_type_2_10_10_10_rev", F(ARB_vertex_type_2_10_10_10_rev) }, { 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) }, { OFF, "GL_EXT_clip_volume_hint", F(EXT_clip_volume_hint) }, { ON, "GL_EXT_compiled_vertex_array", F(EXT_compiled_vertex_array) }, { ON, "GL_EXT_copy_texture", F(EXT_copy_texture) }, { OFF, "GL_EXT_depth_bounds_test", F(EXT_depth_bounds_test) }, { OFF, "GL_EXT_draw_buffers2", F(EXT_draw_buffers2) }, { OFF, "GL_EXT_draw_instanced", F(ARB_draw_instanced) }, { ON, "GL_EXT_draw_range_elements", F(EXT_draw_range_elements) }, { OFF, "GL_EXT_framebuffer_blit", F(EXT_framebuffer_blit) }, { OFF, "GL_EXT_framebuffer_multisample", F(EXT_framebuffer_multisample) }, { OFF, "GL_EXT_framebuffer_object", F(EXT_framebuffer_object) }, { OFF, "GL_EXT_framebuffer_sRGB", F(EXT_framebuffer_sRGB) }, { OFF, "GL_EXT_fog_coord", F(EXT_fog_coord) }, { OFF, "GL_EXT_gpu_program_parameters", F(EXT_gpu_program_parameters) }, { ON, "GL_EXT_multi_draw_arrays", F(EXT_multi_draw_arrays) }, { OFF, "GL_EXT_packed_depth_stencil", F(EXT_packed_depth_stencil) }, { OFF, "GL_EXT_packed_float", F(EXT_packed_float) }, { 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) }, { OFF, "GL_EXT_provoking_vertex", F(EXT_provoking_vertex) }, { 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_array", F(EXT_texture_array) }, { OFF, "GL_EXT_texture_compression_s3tc", F(EXT_texture_compression_s3tc) }, { OFF, "GL_EXT_texture_compression_rgtc", F(ARB_texture_compression_rgtc) }, { OFF, "GL_EXT_texture_cube_map", F(ARB_texture_cube_map) }, { 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_integer", F(EXT_texture_integer) }, { 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_shared_exponent", F(EXT_texture_shared_exponent) }, { OFF, "GL_EXT_texture_sRGB", F(EXT_texture_sRGB) }, { OFF, "GL_EXT_texture_swizzle", F(EXT_texture_swizzle) }, { OFF, "GL_EXT_timer_query", F(EXT_timer_query) }, { OFF, "GL_EXT_transform_feedback", F(EXT_transform_feedback) }, { ON, "GL_EXT_vertex_array", F(EXT_vertex_array) }, { OFF, "GL_EXT_vertex_array_bgra", F(EXT_vertex_array_bgra) }, { 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_APPLE_object_purgeable", F(APPLE_object_purgeable) }, { OFF, "GL_ATI_blend_equation_separate", F(EXT_blend_equation_separate) }, { OFF, "GL_ATI_envmap_bumpmap", F(ATI_envmap_bumpmap) }, { 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)}, { ON, "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_resize_buffers", F(MESA_resize_buffers) }, { OFF, "GL_MESA_texture_array", F(MESA_texture_array) }, { OFF, "GL_MESA_texture_signed_rgba", F(MESA_texture_signed_rgba) }, { 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_conditional_render", F(NV_conditional_render) }, { OFF, "GL_NV_depth_clamp", F(ARB_depth_clamp) }, { OFF, "GL_NV_fragment_program", F(NV_fragment_program) }, { OFF, "GL_NV_fragment_program_option", F(NV_fragment_program_option) }, { ON, "GL_NV_light_max_exponent", F(NV_light_max_exponent) }, { OFF, "GL_NV_packed_depth_stencil", F(EXT_packed_depth_stencil) }, { OFF, "GL_NV_point_sprite", F(NV_point_sprite) }, { OFF, "GL_NV_primitive_restart", F(NV_primitive_restart) }, { ON, "GL_NV_texgen_reflection", F(NV_texgen_reflection) }, { OFF, "GL_NV_texture_env_combine4", F(NV_texture_env_combine4) }, { OFF, "GL_NV_texture_rectangle", F(NV_texture_rectangle) }, { 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_texture_color_table", F(SGI_texture_color_table) }, { ON, "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) }, { ON, "GL_SUN_multi_draw_arrays", F(EXT_multi_draw_arrays) }, { OFF, "GL_S3_s3tc", F(S3_s3tc) }, #if FEATURE_OES_EGL_image { OFF, "GL_OES_EGL_image", F(OES_EGL_image) }, #endif #if FEATURE_OES_draw_texture { OFF, "GL_OES_draw_texture", F(OES_draw_texture) }, #endif /* FEATURE_OES_draw_texture */ }; /** * 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_copy_buffer = GL_TRUE;*/ ctx->Extensions.ARB_depth_clamp = GL_TRUE; ctx->Extensions.ARB_depth_texture = GL_TRUE; /*ctx->Extensions.ARB_draw_buffers = GL_TRUE;*/ ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE; ctx->Extensions.ARB_fragment_coord_conventions = 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 #if FEATURE_ARB_framebuffer_object ctx->Extensions.ARB_framebuffer_object = GL_TRUE; #endif #if FEATURE_ARB_geometry_shader4 ctx->Extensions.ARB_geometry_shader4 = GL_TRUE; #endif ctx->Extensions.ARB_half_float_pixel = GL_TRUE; ctx->Extensions.ARB_half_float_vertex = GL_TRUE; ctx->Extensions.ARB_map_buffer_range = GL_TRUE; ctx->Extensions.ARB_multitexture = GL_TRUE; #if FEATURE_queryobj 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 ctx->Extensions.ARB_shadow = GL_TRUE; ctx->Extensions.ARB_shadow_ambient = 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; ctx->Extensions.ARB_texture_rg = GL_TRUE; ctx->Extensions.ARB_vertex_array_object = 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 #if FEATURE_ARB_sync ctx->Extensions.ARB_sync = GL_TRUE; #endif ctx->Extensions.APPLE_vertex_array_object = GL_TRUE; #if FEATURE_APPLE_object_purgeable ctx->Extensions.APPLE_object_purgeable = GL_TRUE; #endif ctx->Extensions.ATI_envmap_bumpmap = 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_depth_bounds_test = GL_TRUE; ctx->Extensions.EXT_draw_buffers2 = 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 #if FEATURE_ARB_framebuffer_object ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE; #endif /*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_provoking_vertex = 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_TRUE; ctx->Extensions.EXT_texture_array = GL_TRUE; 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.EXT_texture_swizzle = GL_TRUE; #if FEATURE_EXT_transform_feedback /*ctx->Extensions.EXT_transform_feedback = GL_TRUE;*/ #endif ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE; /*ctx->Extensions.IBM_multimode_draw_arrays = GL_TRUE;*/ ctx->Extensions.MESA_pack_invert = GL_TRUE; 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_conditional_render = GL_TRUE; /*ctx->Extensions.NV_light_max_exponent = GL_TRUE;*/ ctx->Extensions.NV_point_sprite = GL_TRUE; ctx->Extensions.NV_texture_env_combine4 = 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 #if FEATURE_NV_fragment_program && FEATURE_ARB_fragment_program ctx->Extensions.NV_fragment_program_option = GL_TRUE; #endif ctx->Extensions.SGI_texture_color_table = GL_TRUE; /*ctx->Extensions.SGIS_generate_mipmap = GL_TRUE;*/ ctx->Extensions.SGIS_texture_edge_clamp = GL_TRUE; #if FEATURE_ARB_vertex_program || FEATURE_ARB_fragment_program ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE; #endif #if FEATURE_texture_fxt1 _mesa_enable_extension(ctx, "GL_3DFX_texture_compression_FXT1"); #endif #if FEATURE_texture_s3tc if (ctx->Mesa_DXTn) { _mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc"); _mesa_enable_extension(ctx, "GL_S3_s3tc"); } #endif } /** * Enable common EXT extensions in the ARB_imaging subset. */ void _mesa_enable_imaging_extensions(GLcontext *ctx) { 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; } /** * 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.EXT_blend_equation_separate = 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_TRUE; #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 } /** * Either enable or disable the named extension. * \return GL_TRUE for success, GL_FALSE if invalid extension name */ static GLboolean 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 GL_FALSE; } for (i = 0 ; i < Elements(default_extensions) ; i++) { if (strcmp(default_extensions[i].name, name) == 0) { if (default_extensions[i].flag_offset) { GLboolean *enabled = base + default_extensions[i].flag_offset; *enabled = state; } return GL_TRUE; } } return GL_FALSE; } /** * Enable the named extension. * Typically called by drivers. */ void _mesa_enable_extension( GLcontext *ctx, const char *name ) { if (!set_extension(ctx, name, GL_TRUE)) _mesa_problem(ctx, "Trying to enable unknown extension: %s", name); } /** * Disable the named extension. * XXX is this really needed??? */ void _mesa_disable_extension( GLcontext *ctx, const char *name ) { if (!set_extension(ctx, name, GL_FALSE)) _mesa_problem(ctx, "Trying to disable unknown extension: %s", name); } /** * Check if the i-th extension is enabled. */ static GLboolean extension_enabled(GLcontext *ctx, GLuint index) { const GLboolean *base = (const GLboolean *) &ctx->Extensions; if (!default_extensions[index].flag_offset || *(base + default_extensions[index].flag_offset)) { return GL_TRUE; } else { return GL_FALSE; } } /** * Test if the named extension is enabled in this context. */ GLboolean _mesa_extension_is_enabled( GLcontext *ctx, const char *name ) { GLuint i; for (i = 0 ; i < Elements(default_extensions) ; i++) { if (strcmp(default_extensions[i].name, name) == 0) { return extension_enabled(ctx, i); } } return GL_FALSE; } /** * Append string 'b' onto string 'a'. Free 'a' and return new string. */ static char * append(const char *a, const char *b) { const GLuint aLen = a ? strlen(a) : 0; const GLuint bLen = b ? strlen(b) : 0; char *s = calloc(1, aLen + bLen + 1); if (s) { if (a) memcpy(s, a, aLen); if (b) memcpy(s + aLen, b, bLen); s[aLen + bLen] = '\0'; } if (a) free((void *) a); return s; } /** * Check the MESA_EXTENSION_OVERRIDE env var. * For extension names that are recognized, turn them on. For extension * names that are recognized and prefixed with '-', turn them off. * Return a string of the unknown/leftover names. */ static const char * get_extension_override( GLcontext *ctx ) { const char *envExt = _mesa_getenv("MESA_EXTENSION_OVERRIDE"); char *extraExt = NULL; char ext[1000]; GLuint extLen = 0; GLuint i; GLboolean disableExt = GL_FALSE; if (!envExt) return NULL; for (i = 0; ; i++) { if (envExt[i] == '\0' || envExt[i] == ' ') { /* terminate/process 'ext' if extLen > 0 */ if (extLen > 0) { assert(extLen < sizeof(ext)); /* enable extension named by 'ext' */ ext[extLen] = 0; if (!set_extension(ctx, ext, !disableExt)) { /* unknown extension name, append it to extraExt */ if (extraExt) { extraExt = append(extraExt, " "); } extraExt = append(extraExt, ext); } extLen = 0; disableExt = GL_FALSE; } if (envExt[i] == '\0') break; } else if (envExt[i] == '-') { disableExt = GL_TRUE; } else { /* accumulate this non-space character */ ext[extLen++] = envExt[i]; } } return extraExt; } /** * 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. */ static GLubyte * compute_extensions( GLcontext *ctx ) { const char *extraExt = get_extension_override(ctx); GLuint extStrLen = 0; char *s; GLuint i; /* first, compute length of the extension string */ for (i = 0 ; i < Elements(default_extensions) ; i++) { if (extension_enabled(ctx, i)) { extStrLen += (GLuint) strlen(default_extensions[i].name) + 1; } } if (extraExt) extStrLen += strlen(extraExt) + 1; /* +1 for space */ /* allocate the extension string */ s = (char *) malloc(extStrLen); if (!s) return NULL; /* second, build the extension string */ extStrLen = 0; for (i = 0 ; i < Elements(default_extensions) ; i++) { if (extension_enabled(ctx, i)) { GLuint len = (GLuint) strlen(default_extensions[i].name); memcpy(s + extStrLen, default_extensions[i].name, len); extStrLen += len; s[extStrLen] = ' '; extStrLen++; } } ASSERT(extStrLen > 0); s[extStrLen - 1] = 0; /* -1 to overwrite trailing the ' ' */ if (extraExt) { s = append(s, " "); s = append(s, extraExt); } return (GLubyte *) s; } static size_t append_extension(GLubyte **str, const char *ext) { GLubyte *s = *str; size_t len = strlen(ext); if (s) { memcpy(s, ext, len); s[len++] = ' '; s[len] = '\0'; *str += len; } else { len++; } return len; } static size_t make_extension_string_es1(const GLcontext *ctx, GLubyte *str) { size_t len = 0; /* Core additions */ len += append_extension(&str, "GL_OES_byte_coordinates"); len += append_extension(&str, "GL_OES_fixed_point"); len += append_extension(&str, "GL_OES_single_precision"); len += append_extension(&str, "GL_OES_matrix_get"); /* 1.1 required extensions */ len += append_extension(&str, "GL_OES_read_format"); len += append_extension(&str, "GL_OES_compressed_paletted_texture"); len += append_extension(&str, "GL_OES_point_size_array"); len += append_extension(&str, "GL_OES_point_sprite"); /* 1.1 deprecated extensions */ len += append_extension(&str, "GL_OES_query_matrix"); #if FEATURE_OES_draw_texture if (ctx->Extensions.OES_draw_texture) len += append_extension(&str, "GL_OES_draw_texture"); #endif if (ctx->Extensions.EXT_blend_equation_separate) len += append_extension(&str, "GL_OES_blend_equation_separate"); if (ctx->Extensions.EXT_blend_func_separate) len += append_extension(&str, "GL_OES_blend_func_separate"); if (ctx->Extensions.EXT_blend_subtract) len += append_extension(&str, "GL_OES_blend_subtract"); if (ctx->Extensions.EXT_stencil_wrap) len += append_extension(&str, "GL_OES_stencil_wrap"); if (ctx->Extensions.ARB_texture_cube_map) len += append_extension(&str, "GL_OES_texture_cube_map"); if (ctx->Extensions.ARB_texture_env_crossbar) len += append_extension(&str, "GL_OES_texture_env_crossbar"); if (ctx->Extensions.ARB_texture_mirrored_repeat) len += append_extension(&str, "GL_OES_texture_mirrored_repeat"); if (ctx->Extensions.ARB_framebuffer_object) { len += append_extension(&str, "GL_OES_framebuffer_object"); len += append_extension(&str, "GL_OES_depth24"); len += append_extension(&str, "GL_OES_depth32"); len += append_extension(&str, "GL_OES_fbo_render_mipmap"); len += append_extension(&str, "GL_OES_rgb8_rgba8"); len += append_extension(&str, "GL_OES_stencil1"); len += append_extension(&str, "GL_OES_stencil4"); len += append_extension(&str, "GL_OES_stencil8"); } if (ctx->Extensions.EXT_vertex_array) len += append_extension(&str, "GL_OES_element_index_uint"); if (ctx->Extensions.ARB_vertex_buffer_object) len += append_extension(&str, "GL_OES_mapbuffer"); if (ctx->Extensions.EXT_texture_filter_anisotropic) len += append_extension(&str, "GL_EXT_texture_filter_anisotropic"); /* some applications check this for NPOT support */ if (ctx->Extensions.ARB_texture_non_power_of_two) len += append_extension(&str, "GL_ARB_texture_non_power_of_two"); if (ctx->Extensions.EXT_texture_compression_s3tc) len += append_extension(&str, "GL_EXT_texture_compression_dxt1"); if (ctx->Extensions.EXT_texture_lod_bias) len += append_extension(&str, "GL_EXT_texture_lod_bias"); if (ctx->Extensions.EXT_blend_minmax) len += append_extension(&str, "GL_EXT_blend_minmax"); if (ctx->Extensions.EXT_multi_draw_arrays) len += append_extension(&str, "GL_EXT_multi_draw_arrays"); #if FEATURE_OES_EGL_image if (ctx->Extensions.OES_EGL_image) len += append_extension(&str, "GL_OES_EGL_image"); #endif return len; } static GLubyte * compute_extensions_es1(const GLcontext *ctx) { GLubyte *s; unsigned int len; len = make_extension_string_es1(ctx, NULL); s = malloc(len + 1); if (!s) return NULL; make_extension_string_es1(ctx, s); return s; } static size_t make_extension_string_es2(const GLcontext *ctx, GLubyte *str) { size_t len = 0; len += append_extension(&str, "GL_OES_compressed_paletted_texture"); if (ctx->Extensions.ARB_framebuffer_object) { len += append_extension(&str, "GL_OES_depth24"); len += append_extension(&str, "GL_OES_depth32"); len += append_extension(&str, "GL_OES_fbo_render_mipmap"); len += append_extension(&str, "GL_OES_rgb8_rgba8"); len += append_extension(&str, "GL_OES_stencil1"); len += append_extension(&str, "GL_OES_stencil4"); } if (ctx->Extensions.EXT_vertex_array) len += append_extension(&str, "GL_OES_element_index_uint"); if (ctx->Extensions.ARB_vertex_buffer_object) len += append_extension(&str, "GL_OES_mapbuffer"); if (ctx->Extensions.EXT_texture3D) len += append_extension(&str, "GL_OES_texture_3D"); if (ctx->Extensions.ARB_texture_non_power_of_two) len += append_extension(&str, "GL_OES_texture_npot"); if (ctx->Extensions.EXT_texture_filter_anisotropic) len += append_extension(&str, "GL_EXT_texture_filter_anisotropic"); len += append_extension(&str, "GL_EXT_texture_type_2_10_10_10_REV"); if (ctx->Extensions.ARB_depth_texture) len += append_extension(&str, "GL_OES_depth_texture"); if (ctx->Extensions.EXT_packed_depth_stencil) len += append_extension(&str, "GL_OES_packed_depth_stencil"); if (ctx->Extensions.ARB_fragment_shader) len += append_extension(&str, "GL_OES_standard_derivatives"); if (ctx->Extensions.EXT_texture_compression_s3tc) len += append_extension(&str, "GL_EXT_texture_compression_dxt1"); if (ctx->Extensions.EXT_blend_minmax) len += append_extension(&str, "GL_EXT_blend_minmax"); if (ctx->Extensions.EXT_multi_draw_arrays) len += append_extension(&str, "GL_EXT_multi_draw_arrays"); #if FEATURE_OES_EGL_image if (ctx->Extensions.OES_EGL_image) len += append_extension(&str, "GL_OES_EGL_image"); #endif return len; } static GLubyte * compute_extensions_es2(GLcontext *ctx) { GLubyte *s; unsigned int len; len = make_extension_string_es2(ctx, NULL); s = malloc(len + 1); if (!s) return NULL; make_extension_string_es2(ctx, s); return s; } GLubyte * _mesa_make_extension_string(GLcontext *ctx) { switch (ctx->API) { case API_OPENGL: return compute_extensions(ctx); case API_OPENGLES2: return compute_extensions_es2(ctx); case API_OPENGLES: return compute_extensions_es1(ctx); default: assert(0); return NULL; } } /** * Return number of enabled extensions. */ GLuint _mesa_get_extension_count(GLcontext *ctx) { GLuint i; /* only count once */ if (!ctx->Extensions.Count) { for (i = 0; i < Elements(default_extensions); i++) { if (extension_enabled(ctx, i)) { ctx->Extensions.Count++; } } } if (0) _mesa_debug(ctx, "%u of %d extensions enabled\n", ctx->Extensions.Count, (int) Elements(default_extensions)); return ctx->Extensions.Count; } /** * Return name of i-th enabled extension */ const GLubyte * _mesa_get_enabled_extension(GLcontext *ctx, GLuint index) { GLuint i; for (i = 0; i < Elements(default_extensions); i++) { if (extension_enabled(ctx, i)) { if (index == 0) return (const GLubyte *) default_extensions[i].name; index--; } } return NULL; }