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mesa: Expose NV_depth_clamp if ARB_depth_clamp is supported.
authorEric Anholt <eric@anholt.net>
Tue, 8 Sep 2009 19:32:05 +0000 (12:32 -0700)
committerEric Anholt <eric@anholt.net>
Tue, 8 Sep 2009 21:30:18 +0000 (14:30 -0700)
The wording of these two is exactly the same, except for the issue
"Can fragments with wc<=0 be generated when this extension is supported?",
which idr thinks is a non-issue for us.

src/mesa/drivers/dri/swrast/swrast.c
src/mesa/drivers/x11/xm_api.c
src/mesa/main/extensions.c

index 9a130d6..2d2aa5e 100644 (file)
@@ -110,6 +110,7 @@ const struct dri_extension card_extensions[] =
     { "GL_EXT_paletted_texture",       GL_EXT_paletted_texture_functions },
     { "GL_EXT_stencil_two_side",       GL_EXT_stencil_two_side_functions },
     { "GL_MESA_resize_buffers",                GL_MESA_resize_buffers_functions },
+    { "GL_NV_depth_clamp",             NULL },
     { "GL_NV_vertex_program",          GL_NV_vertex_program_functions },
     { "GL_NV_fragment_program",                GL_NV_fragment_program_functions },
     { NULL,                            NULL }
index 78545d0..777635b 100644 (file)
@@ -1359,6 +1359,7 @@ const struct dri_extension card_extensions[] =
    { "GL_EXT_gpu_program_parameters",  GL_EXT_gpu_program_parameters_functions },
    { "GL_EXT_paletted_texture",                GL_EXT_paletted_texture_functions },
    { "GL_MESA_resize_buffers",         GL_MESA_resize_buffers_functions },
+   { "GL_NV_depth_clamp",              NULL },
    { "GL_NV_vertex_program",           GL_NV_vertex_program_functions },
    { "GL_NV_fragment_program",         GL_NV_fragment_program_functions },
    { NULL,                             NULL }
index ea67f82..d0e77ba 100644 (file)
@@ -163,6 +163,7 @@ static const struct {
    { 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_depth_clamp",                 F(ARB_depth_clamp) },
    { 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) },