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|
/*
* 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_copy_buffer", F(ARB_copy_buffer) },
{ OFF, "GL_ARB_depth_texture", F(ARB_depth_texture) },
{ OFF, "GL_ARB_depth_clamp", F(ARB_depth_clamp) },
{ 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_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_imaging", F(ARB_imaging) },
{ 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_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_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_shading_language_120", F(ARB_shading_language_120) },
{ 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) },
{ ON, "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) },
{ 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_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) },
{ 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) },
{ 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) },
{ 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_fog_coord", F(EXT_fog_coord) },
{ OFF, "GL_EXT_gpu_program_parameters", F(EXT_gpu_program_parameters) },
{ OFF, "GL_EXT_histogram", F(EXT_histogram) },
{ ON, "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) },
{ 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_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_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_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_packed_depth_stencil", F(MESA_packed_depth_stencil) },
{ 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_texture_env_combine4", F(NV_texture_env_combine4) },
{ 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) },
{ 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_imaging = 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
#if FEATURE_ARB_shading_language_120
ctx->Extensions.ARB_shading_language_120 = 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_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_convolution = 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_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_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_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;
#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 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.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
#if FEATURE_ARB_shading_language_120
ctx->Extensions.ARB_shading_language_120 = 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,
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;
}
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