i915: Always enable GL 2.0 support.

There's no point in shipping a non-GL2 driver today.
This commit is contained in:
Eric Anholt 2013-04-17 13:55:08 -07:00
parent eb062ab07f
commit 97217a40f9
2 changed files with 5 additions and 30 deletions

View file

@ -174,12 +174,8 @@ intelInitExtensions(struct gl_context *ctx)
ctx->Extensions.ATI_separate_stencil = true;
ctx->Extensions.ATI_texture_env_combine3 = true;
ctx->Extensions.NV_texture_env_combine4 = true;
if (driQueryOptionb(&intel->optionCache, "fragment_shader"))
ctx->Extensions.ARB_fragment_shader = true;
if (driQueryOptionb(&intel->optionCache, "stub_occlusion_query"))
ctx->Extensions.ARB_occlusion_query = true;
ctx->Extensions.ARB_fragment_shader = true;
ctx->Extensions.ARB_occlusion_query = true;
}
if (intel->ctx.Mesa_DXTn

View file

@ -62,10 +62,6 @@ PUBLIC const char __driConfigOptions[] =
DRI_CONF_DESC(en, "Enable early Z in classic mode (unstable, 945-only).")
DRI_CONF_OPT_END
DRI_CONF_OPT_BEGIN_B(fragment_shader, "true")
DRI_CONF_DESC(en, "Enable limited ARB_fragment_shader support on 915/945.")
DRI_CONF_OPT_END
DRI_CONF_SECTION_END
DRI_CONF_SECTION_QUALITY
DRI_CONF_FORCE_S3TC_ENABLE("false")
@ -80,17 +76,13 @@ PUBLIC const char __driConfigOptions[] =
DRI_CONF_DISABLE_GLSL_LINE_CONTINUATIONS("false")
DRI_CONF_DISABLE_BLEND_FUNC_EXTENDED("false")
DRI_CONF_OPT_BEGIN_B(stub_occlusion_query, "false")
DRI_CONF_DESC(en, "Enable stub ARB_occlusion_query support on 915/945.")
DRI_CONF_OPT_END
DRI_CONF_OPT_BEGIN_B(shader_precompile, "true")
DRI_CONF_DESC(en, "Perform code generation at shader link time.")
DRI_CONF_OPT_END
DRI_CONF_SECTION_END
DRI_CONF_END;
const GLuint __driNConfigOptions = 16;
const GLuint __driNConfigOptions = 14;
#include "intel_batchbuffer.h"
#include "intel_buffers.h"
@ -1229,23 +1221,10 @@ set_max_gl_versions(struct intel_screen *screen)
screen->max_gl_es2_version = 20;
break;
case 3: {
bool has_fragment_shader = driQueryOptionb(&screen->optionCache, "fragment_shader");
bool has_occlusion_query = driQueryOptionb(&screen->optionCache, "stub_occlusion_query");
screen->max_gl_core_version = 0;
screen->max_gl_es1_version = 11;
if (has_fragment_shader && has_occlusion_query) {
screen->max_gl_compat_version = 21;
} else {
screen->max_gl_compat_version = 14;
}
if (has_fragment_shader) {
screen->max_gl_es2_version = 20;
} else {
screen->max_gl_es2_version = 0;
}
screen->max_gl_compat_version = 21;
screen->max_gl_es2_version = 20;
break;
}