Mesa (master): mesa: extension flags and version testing for GL 3. x features

Brian Paul brianp at kemper.freedesktop.org
Fri Jul 2 02:04:53 UTC 2010


Module: Mesa
Branch: master
Commit: 44732103b2b7a8765299e586fb3b9bf91e32f6d4
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=44732103b2b7a8765299e586fb3b9bf91e32f6d4

Author: Brian Paul <brianp at vmware.com>
Date:   Thu Jul  1 16:30:00 2010 -0600

mesa: extension flags and version testing for GL 3.x features

---

 src/mesa/main/extensions.c |   18 +++++++++++-
 src/mesa/main/mtypes.h     |   22 ++++++++++++++-
 src/mesa/main/version.c    |   65 +++++++++++++++++++++++++++++++++++++++++++-
 3 files changed, 102 insertions(+), 3 deletions(-)

diff --git a/src/mesa/main/extensions.c b/src/mesa/main/extensions.c
index e12a5b3..3d2de97 100644
--- a/src/mesa/main/extensions.c
+++ b/src/mesa/main/extensions.c
@@ -44,6 +44,7 @@ static const struct {
    const char *name;
    int flag_offset;
 } default_extensions[] = {
+   { OFF, "GL_ARB_blend_func_extended",        F(ARB_blend_func_extended) },
    { 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) },
@@ -55,18 +56,22 @@ static const struct {
    { 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) },
    { 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_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) },
@@ -75,6 +80,7 @@ static const struct {
    { 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_cube_map",           F(ARB_texture_cube_map) },
    { OFF, "GL_ARB_texture_env_add",            F(EXT_texture_env_add) },
@@ -83,16 +89,20 @@ static const struct {
    { 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_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) },
@@ -114,11 +124,13 @@ static const struct {
    { 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) },
    { 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) },
+   { 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) },
@@ -129,6 +141,7 @@ static const struct {
    { 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_exponent",            F(EXT_shared_exponent) },
    { 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) },
@@ -137,12 +150,14 @@ static const struct {
    { 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(EXT_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) },
@@ -184,9 +199,10 @@ static const struct {
    { 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) },
-   { 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) },
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 5632b2e..3022527 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2032,6 +2032,9 @@ struct gl_query_state
    struct gl_query_object *PrimitivesGenerated;
    struct gl_query_object *PrimitivesWritten;
 
+   /** GL_ARB_timer_query */
+   struct gl_query_object *TimeElapsed;
+
    GLenum CondRenderMode;
 };
 
@@ -2592,6 +2595,7 @@ struct gl_constants
 struct gl_extensions
 {
    GLboolean dummy;  /* don't remove this! */
+   GLboolean ARB_blend_func_extended;
    GLboolean ARB_copy_buffer;
    GLboolean ARB_depth_texture;
    GLboolean ARB_depth_clamp;
@@ -2603,23 +2607,28 @@ struct gl_extensions
    GLboolean ARB_fragment_program_shadow;
    GLboolean ARB_fragment_shader;
    GLboolean ARB_framebuffer_object;
+   GLboolean ARB_explicit_attrib_location;
    GLboolean ARB_geometry_shader4;
    GLboolean ARB_half_float_pixel;
    GLboolean ARB_half_float_vertex;
    GLboolean ARB_imaging;
+   GLboolean ARB_instanced_arrays;
    GLboolean ARB_map_buffer_range;
    GLboolean ARB_multisample;
    GLboolean ARB_multitexture;
    GLboolean ARB_occlusion_query;
+   GLboolean ARB_occlusion_query2;
    GLboolean ARB_point_sprite;
+   GLboolean ARB_sampler_objects;
    GLboolean ARB_seamless_cube_map;
    GLboolean ARB_shader_objects;
    GLboolean ARB_shading_language_100;
    GLboolean ARB_shading_language_120;
    GLboolean ARB_shadow;
-   GLboolean ARB_shadow_ambient; /* or GL_ARB_shadow_ambient */
+   GLboolean ARB_shadow_ambient;
    GLboolean ARB_sync;
    GLboolean ARB_texture_border_clamp;
+   GLboolean ARB_texture_buffer_object;
    GLboolean ARB_texture_compression;
    GLboolean ARB_texture_cube_map;
    GLboolean ARB_texture_env_combine;
@@ -2627,13 +2636,18 @@ struct gl_extensions
    GLboolean ARB_texture_env_dot3;
    GLboolean ARB_texture_float;
    GLboolean ARB_texture_mirrored_repeat;
+   GLboolean ARB_texture_multisample;
    GLboolean ARB_texture_non_power_of_two;
+   GLboolean ARB_texture_rgb10_a2ui;
+   GLboolean ARB_timer_query;
    GLboolean ARB_transform_feedback2;
    GLboolean ARB_transpose_matrix;
+   GLboolean ARB_uniform_buffer_object;
    GLboolean ARB_vertex_array_object;
    GLboolean ARB_vertex_buffer_object;
    GLboolean ARB_vertex_program;
    GLboolean ARB_vertex_shader;
+   GLboolean ARB_vertex_type_2_10_10_10_rev;
    GLboolean ARB_window_pos;
    GLboolean EXT_abgr;
    GLboolean EXT_bgra;
@@ -2655,11 +2669,13 @@ struct gl_extensions
    GLboolean EXT_framebuffer_blit;
    GLboolean EXT_framebuffer_multisample;
    GLboolean EXT_framebuffer_object;
+   GLboolean EXT_framebuffer_sRGB;
    GLboolean EXT_gpu_program_parameters;
    GLboolean EXT_histogram;
    GLboolean EXT_multi_draw_arrays;
    GLboolean EXT_paletted_texture;
    GLboolean EXT_packed_depth_stencil;
+   GLboolean EXT_packed_float;
    GLboolean EXT_packed_pixels;
    GLboolean EXT_pixel_buffer_object;
    GLboolean EXT_point_parameters;
@@ -2669,6 +2685,7 @@ struct gl_extensions
    GLboolean EXT_shadow_funcs;
    GLboolean EXT_secondary_color;
    GLboolean EXT_separate_specular_color;
+   GLboolean EXT_shared_exponent;
    GLboolean EXT_shared_texture_palette;
    GLboolean EXT_stencil_wrap;
    GLboolean EXT_stencil_two_side;
@@ -2678,10 +2695,12 @@ struct gl_extensions
    GLboolean EXT_texture3D;
    GLboolean EXT_texture_array;
    GLboolean EXT_texture_compression_s3tc;
+   GLboolean EXT_texture_compression_rgtc;
    GLboolean EXT_texture_env_add;
    GLboolean EXT_texture_env_combine;
    GLboolean EXT_texture_env_dot3;
    GLboolean EXT_texture_filter_anisotropic;
+   GLboolean EXT_texture_integer;
    GLboolean EXT_texture_lod_bias;
    GLboolean EXT_texture_mirror_clamp;
    GLboolean EXT_texture_sRGB;
@@ -2715,6 +2734,7 @@ struct gl_extensions
    GLboolean NV_fragment_program_option;
    GLboolean NV_light_max_exponent;
    GLboolean NV_point_sprite;
+   GLboolean NV_primitive_restart;
    GLboolean NV_texgen_reflection;
    GLboolean NV_texture_env_combine4;
    GLboolean NV_texture_rectangle;
diff --git a/src/mesa/main/version.c b/src/mesa/main/version.c
index dea3019..525d179 100644
--- a/src/mesa/main/version.c
+++ b/src/mesa/main/version.c
@@ -87,7 +87,70 @@ compute_version(GLcontext *ctx)
                               ctx->Extensions.ARB_shading_language_120 &&
                               ctx->Extensions.EXT_pixel_buffer_object &&
                               ctx->Extensions.EXT_texture_sRGB);
-   if (ver_2_1) {
+   const GLboolean ver_3_0 = (ver_2_1 &&
+                              ctx->Extensions.ARB_half_float_pixel &&
+                              ctx->Extensions.ARB_map_buffer_range &&
+                              ctx->Extensions.ARB_texture_float &&
+                              ctx->Extensions.APPLE_vertex_array_object &&
+                              ctx->Extensions.EXT_draw_buffers2 &&
+                              ctx->Extensions.EXT_framebuffer_blit &&
+                              ctx->Extensions.EXT_framebuffer_multisample &&
+                              ctx->Extensions.EXT_framebuffer_object &&
+                              ctx->Extensions.EXT_framebuffer_sRGB &&
+                              ctx->Extensions.EXT_packed_depth_stencil &&
+                              ctx->Extensions.EXT_packed_float &&
+                              ctx->Extensions.EXT_shared_exponent &&
+                              ctx->Extensions.EXT_texture_array &&
+                              ctx->Extensions.EXT_texture_compression_rgtc &&
+                              ctx->Extensions.EXT_texture_integer &&
+                              ctx->Extensions.EXT_transform_feedback &&
+                              ctx->Extensions.NV_conditional_render);
+   const GLboolean ver_3_1 = (ver_3_0 &&
+                              ctx->Extensions.ARB_copy_buffer &&
+                              ctx->Extensions.ARB_draw_instanced &&
+                              ctx->Extensions.ARB_texture_buffer_object &&
+                              ctx->Extensions.ARB_uniform_buffer_object &&
+                              ctx->Extensions.NV_primitive_restart &&
+                              ctx->Extensions.NV_texture_rectangle &&
+                              ctx->Const.MaxVertexTextureImageUnits >= 16);
+   const GLboolean ver_3_2 = (ver_3_1 &&
+                              ctx->Extensions.ARB_depth_clamp &&
+                              ctx->Extensions.ARB_draw_elements_base_vertex &&
+                              ctx->Extensions.ARB_fragment_coord_conventions &&
+                              ctx->Extensions.ARB_geometry_shader4 &&
+                              ctx->Extensions.EXT_provoking_vertex &&
+                              ctx->Extensions.ARB_seamless_cube_map &&
+                              ctx->Extensions.ARB_sync &&
+                              ctx->Extensions.ARB_texture_multisample &&
+                              ctx->Extensions.EXT_vertex_array_bgra);
+   const GLboolean ver_3_3 = (ver_3_2 &&
+                              ctx->Extensions.ARB_blend_func_extended &&
+                              ctx->Extensions.ARB_explicit_attrib_location &&
+                              ctx->Extensions.ARB_instanced_arrays &&
+                              ctx->Extensions.ARB_occlusion_query2 &&
+                              ctx->Extensions.ARB_sampler_objects &&
+                              ctx->Extensions.ARB_texture_rgb10_a2ui &&
+                              ctx->Extensions.ARB_timer_query &&
+                              ctx->Extensions.ARB_vertex_type_2_10_10_10_rev &&
+                              ctx->Extensions.EXT_texture_swizzle);
+
+   if (ver_3_3) {
+      major = 3;
+      minor = 3;
+   }
+   else if (ver_3_2) {
+      major = 3;
+      minor = 2;
+   }
+   else if (ver_3_1) {
+      major = 3;
+      minor = 1;
+   }
+   else if (ver_3_0) {
+      major = 3;
+      minor = 0;
+   }
+   else if (ver_2_1) {
       major = 2;
       minor = 1;
    }




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