diff options
author | Brian Paul <[email protected]> | 2009-02-12 15:04:21 -0700 |
---|---|---|
committer | Brian Paul <[email protected]> | 2009-02-13 17:18:35 -0700 |
commit | 643d9401388be0c16ca0df8ea20dead6d31850de (patch) | |
tree | 34e64a013cf4c9523812fb20aeb3983797692081 | |
parent | 11b75eafc7533c152e6306e4d8f85d7268f3cc16 (diff) |
intel: turn on GL_ARB_shading_language_120
It's done in the Mesa GLSL compiler. The only part of it that might
matter in drivers is the centroid sampling option for MSAA.
-rw-r--r-- | src/mesa/drivers/dri/intel/intel_extensions.c | 4 |
1 files changed, 0 insertions, 4 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_extensions.c b/src/mesa/drivers/dri/intel/intel_extensions.c index 28223ca1415..9058e48bc5d 100644 --- a/src/mesa/drivers/dri/intel/intel_extensions.c +++ b/src/mesa/drivers/dri/intel/intel_extensions.c @@ -129,11 +129,7 @@ static const struct dri_extension brw_extensions[] = { { "GL_ARB_point_sprite", NULL }, { "GL_ARB_shader_objects", GL_ARB_shader_objects_functions }, { "GL_ARB_shading_language_100", GL_VERSION_2_0_functions }, -#if 0 - /* Support for GLSL 1.20 is currently broken in core Mesa. - */ { "GL_ARB_shading_language_120", GL_VERSION_2_1_functions }, -#endif { "GL_ARB_shadow", NULL }, { "GL_ARB_texture_non_power_of_two", NULL }, { "GL_ARB_vertex_shader", GL_ARB_vertex_shader_functions }, |