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mesa/es: Allow querying GL_DRAW_BUFFERi in OpenGL ES 2.0
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Brian Paul <brianp@vmware.com>
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1 changed files with 17 additions and 17 deletions
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@ -693,6 +693,23 @@ static const struct value_desc values[] = {
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{ GL_MAX_COLOR_ATTACHMENTS, CONTEXT_INT(Const.MaxColorAttachments),
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extra_EXT_framebuffer_object },
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/* GL_ARB_draw_buffers / GL_NV_draw_buffers (for ES 2.0) */
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{ GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
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{ GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
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extra_valid_draw_buffer },
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{ GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
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extra_valid_draw_buffer },
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{ GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
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extra_valid_draw_buffer },
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{ GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
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extra_valid_draw_buffer },
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{ GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
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extra_valid_draw_buffer },
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{ GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
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extra_valid_draw_buffer },
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{ GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
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extra_valid_draw_buffer },
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{ GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
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/* GL_ARB_fragment_program */
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{ GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
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@ -1129,23 +1146,6 @@ static const struct value_desc values[] = {
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{ GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
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extra_ARB_depth_clamp },
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/* GL_ARB_draw_buffers */
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{ GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
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{ GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
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extra_valid_draw_buffer },
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{ GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
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extra_valid_draw_buffer },
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{ GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
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extra_valid_draw_buffer },
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{ GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
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extra_valid_draw_buffer },
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{ GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
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extra_valid_draw_buffer },
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{ GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
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extra_valid_draw_buffer },
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{ GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
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extra_valid_draw_buffer },
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/* GL_ATI_fragment_shader */
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{ GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
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{ GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
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