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This makes some of the UE4 engine demos (Stylized, Mobile Temple) render correctly, tested on Intel Haswell machine. Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Acked-by: Anuj Phogat <anuj.phogat@gmail.com> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78716
47 lines
1.5 KiB
XML
47 lines
1.5 KiB
XML
<?xml version="1.0"?>
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<!DOCTYPE OpenGLAPI SYSTEM "gl_API.dtd">
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<!-- Note: no GLX protocol info yet. -->
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<OpenGLAPI>
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<category name="4.0">
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<enum name="SAMPLE_SHADING" value="0x8C36"/>
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<enum name="MIN_SAMPLE_SHADING_VALUE" value="0x8C37"/>
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<function name="MinSampleShading" offset="assign">
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<param name="value" type="GLfloat"/>
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</function>
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<function name="BlendFunci" static_dispatch="false" alias="BlendFunciARB">
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<param name="buf" type="GLuint"/>
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<param name="sfactor" type="GLenum"/>
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<param name="dfactor" type="GLenum"/>
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</function>
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<function name="BlendFuncSeparatei" static_dispatch="false" alias="BlendFuncSeparateiARB">
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<param name="buf" type="GLuint"/>
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<param name="sfactorRGB" type="GLenum"/>
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<param name="dfactorRGB" type="GLenum"/>
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<param name="sfactorAlpha" type="GLenum"/>
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<param name="dfactorAlpha" type="GLenum"/>
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</function>
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<function name="BlendEquationi" static_dispatch="false" alias="BlendEquationiARB">
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<param name="buf" type="GLuint"/>
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<param name="mode" type="GLenum"/>
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</function>
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<function name="BlendEquationSeparatei" static_dispatch="false" alias="BlendEquationSeparateiARB" >
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<param name="buf" type="GLuint"/>
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<param name="modeRGB" type="GLenum"/>
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<param name="modeA" type="GLenum"/>
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</function>
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</category>
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<category name="4.3">
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<enum name="DEPTH_STENCIL_TEXTURE_MODE" value="0x90EA"/>
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</category>
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</OpenGLAPI>
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