/* * Mesa 3-D graphics library * Version: 7.3 * * 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_framebuffer_object", F(ARB_framebuffer_object) }, { 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(ARB_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 #if FEATURE_ARB_framebuffer_object ctx->Extensions.ARB_framebuffer_object = 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_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.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_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 #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.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 #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; }