ctx->Extensions.ARB_half_float_pixel = true;
ctx->Extensions.ARB_map_buffer_range = true;
ctx->Extensions.ARB_point_sprite = true;
- ctx->Extensions.ARB_sampler_objects = true;
ctx->Extensions.ARB_shader_objects = true;
ctx->Extensions.ARB_shading_language_100 = true;
ctx->Extensions.ARB_sync = true;
{ "GL_ARB_point_sprite", o(ARB_point_sprite), GL, 2003 },
{ "GL_ARB_provoking_vertex", o(EXT_provoking_vertex), GL, 2009 },
{ "GL_ARB_robustness", o(dummy_true), GL, 2010 },
- { "GL_ARB_sampler_objects", o(ARB_sampler_objects), GL, 2009 },
+ { "GL_ARB_sampler_objects", o(dummy_true), GL, 2009 },
{ "GL_ARB_seamless_cube_map", o(ARB_seamless_cube_map), GL, 2009 },
{ "GL_ARB_shader_bit_encoding", o(ARB_shader_bit_encoding), GL, 2010 },
{ "GL_ARB_shader_objects", o(ARB_shader_objects), GL, 2002 },
EXTRA_END
};
-static const int extra_ARB_sampler_objects[] = {
- EXT(ARB_sampler_objects),
- EXTRA_END
-};
-
static const int extra_ARB_uniform_buffer_object_and_geometry_shader[] = {
EXT(ARB_uniform_buffer_object),
EXT(ARB_geometry_shader4),
/* GL_ARB_sampler_objects / GL 3.3 */
{ GL_SAMPLER_BINDING,
- LOC_CUSTOM, TYPE_INT, GL_SAMPLER_BINDING, extra_ARB_sampler_objects },
+ LOC_CUSTOM, TYPE_INT, GL_SAMPLER_BINDING, NO_EXTRA },
/* GL 3.0 */
{ GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
GLboolean ARB_occlusion_query;
GLboolean ARB_occlusion_query2;
GLboolean ARB_point_sprite;
- GLboolean ARB_sampler_objects;
GLboolean ARB_seamless_cube_map;
GLboolean ARB_shader_bit_encoding;
GLboolean ARB_shader_objects;
ctx->Extensions.ARB_explicit_attrib_location &&
ctx->Extensions.ARB_instanced_arrays &&
ctx->Extensions.ARB_occlusion_query2 &&
- ctx->Extensions.ARB_sampler_objects &&
ctx->Extensions.ARB_shader_bit_encoding &&
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);
+ /* ARB_sampler_objects is always enabled in mesa */
if (ver_3_3) {
major = 3;
ctx->Extensions.ARB_half_float_pixel = GL_TRUE;
ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
- ctx->Extensions.ARB_sampler_objects = GL_TRUE;
ctx->Extensions.ARB_shader_objects = GL_TRUE;
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
ctx->Extensions.ARB_texture_border_clamp = GL_TRUE; /* XXX temp */