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mesa: List Quake3 extensions first.
Quake3 truncates the extension string, and GL_EXT_compiled_vertex_array wasn't being detected, making it very slow. This is a quick fix. The IMHO best way to address this in a more general fashion is to sort by year.
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1 changed files with 12 additions and 3 deletions
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@ -45,6 +45,18 @@ static const struct {
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const char *name;
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int flag_offset;
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} default_extensions[] = {
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/*
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* TODO: Sort by year, to ensure that old extensions are listed first, so
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* that old applications that truncate the extension string get the basic
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* extensions, roughly corresponding to what existed then.
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*
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* The best example is quake3demo, which often misses
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* GL_EXT_compiled_vertex_array because it gets truncated.
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*/
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{ ON, "GL_EXT_compiled_vertex_array", F(EXT_compiled_vertex_array) },
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{ OFF, "GL_EXT_texture_compression_s3tc", F(EXT_texture_compression_s3tc) },
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{ OFF, "GL_EXT_texture_env_add", F(EXT_texture_env_add) },
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{ OFF, "GL_ARB_copy_buffer", F(ARB_copy_buffer) },
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{ OFF, "GL_ARB_depth_texture", F(ARB_depth_texture) },
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{ OFF, "GL_ARB_depth_clamp", F(ARB_depth_clamp) },
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@ -99,7 +111,6 @@ static const struct {
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{ OFF, "GL_EXT_blend_subtract", F(EXT_blend_subtract) },
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{ OFF, "GL_EXT_clip_volume_hint", F(EXT_clip_volume_hint) },
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{ OFF, "GL_EXT_cull_vertex", F(EXT_cull_vertex) },
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{ ON, "GL_EXT_compiled_vertex_array", F(EXT_compiled_vertex_array) },
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{ OFF, "GL_EXT_convolution", F(EXT_convolution) },
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{ ON, "GL_EXT_copy_texture", F(EXT_copy_texture) },
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{ OFF, "GL_EXT_depth_bounds_test", F(EXT_depth_bounds_test) },
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@ -128,10 +139,8 @@ static const struct {
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{ ON, "GL_EXT_subtexture", F(EXT_subtexture) },
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{ ON, "GL_EXT_texture", F(EXT_texture) },
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{ ON, "GL_EXT_texture3D", F(EXT_texture3D) },
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{ OFF, "GL_EXT_texture_compression_s3tc", F(EXT_texture_compression_s3tc) },
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{ OFF, "GL_EXT_texture_cube_map", F(ARB_texture_cube_map) },
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{ ON, "GL_EXT_texture_edge_clamp", F(SGIS_texture_edge_clamp) },
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{ OFF, "GL_EXT_texture_env_add", F(EXT_texture_env_add) },
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{ OFF, "GL_EXT_texture_env_combine", F(EXT_texture_env_combine) },
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{ OFF, "GL_EXT_texture_env_dot3", F(EXT_texture_env_dot3) },
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{ OFF, "GL_EXT_texture_filter_anisotropic", F(EXT_texture_filter_anisotropic) },
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