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authorBrian Paul <[email protected]>2009-02-12 15:04:21 -0700
committerBrian Paul <[email protected]>2009-02-13 17:18:35 -0700
commit643d9401388be0c16ca0df8ea20dead6d31850de (patch)
tree34e64a013cf4c9523812fb20aeb3983797692081 /src
parent11b75eafc7533c152e6306e4d8f85d7268f3cc16 (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.
Diffstat (limited to 'src')
-rw-r--r--src/mesa/drivers/dri/intel/intel_extensions.c4
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 },