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📄 extensions.c

📁 winNT技术操作系统,国外开放的原代码和LIUX一样
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/*
 * Mesa 3-D graphics library
 * Version:  6.3
 *
 * Copyright (C) 1999-2004  Brian Paul   All Rights Reserved.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included
 * in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */


#include "glheader.h"
#include "imports.h"
#include "context.h"
#include "extensions.h"
#include "simple_list.h"
#include "mtypes.h"


#define F(x) (int)(uintptr_t)&(((struct gl_extensions *)0)->x)
#define ON GL_TRUE
#define OFF GL_FALSE


/*
 * Note: The GL_MESAX_* extensions are placeholders for future ARB extensions.
 */
static const struct {
   GLboolean enabled;
   const char *name;
   int flag_offset;
} default_extensions[] = {
   { OFF, "GL_ARB_depth_texture",              F(ARB_depth_texture) },
   { OFF, "GL_ARB_draw_buffers",               F(ARB_draw_buffers) },
   { OFF, "GL_ARB_fragment_program",           F(ARB_fragment_program) },
   { OFF, "GL_ARB_fragment_shader",            F(ARB_fragment_shader) },
   { OFF, "GL_MESAX_half_float_pixel",         F(ARB_half_float_pixel) },
   { OFF, "GL_ARB_imaging",                    F(ARB_imaging) },
   { OFF, "GL_ARB_multisample",                F(ARB_multisample) },
   { OFF, "GL_ARB_multitexture",               F(ARB_multitexture) },
   { OFF, "GL_ARB_occlusion_query",            F(ARB_occlusion_query) },
   { OFF, "GL_ARB_pixel_buffer_object",        F(EXT_pixel_buffer_object) },
   { OFF, "GL_ARB_point_parameters",           F(EXT_point_parameters) },
   { OFF, "GL_ARB_point_sprite",               F(ARB_point_sprite) },
   { OFF, "GL_ARB_shader_objects",             F(ARB_shader_objects) },
   { OFF, "GL_ARB_shading_language_100",       F(ARB_shading_language_100) },
   { OFF, "GL_ARB_shadow",                     F(ARB_shadow) },
   { OFF, "GL_ARB_shadow_ambient",             F(SGIX_shadow_ambient) },
   { OFF, "GL_ARB_texture_border_clamp",       F(ARB_texture_border_clamp) },
   { OFF, "GL_ARB_texture_compression",        F(ARB_texture_compression) },
   { OFF, "GL_ARB_texture_cube_map",           F(ARB_texture_cube_map) },
   { OFF, "GL_ARB_texture_env_add",            F(EXT_texture_env_add) },
   { OFF, "GL_ARB_texture_env_combine",        F(ARB_texture_env_combine) },
   { OFF, "GL_ARB_texture_env_crossbar",       F(ARB_texture_env_crossbar) },
   { OFF, "GL_ARB_texture_env_dot3",           F(ARB_texture_env_dot3) },
   { OFF, "GL_MESAX_texture_float",            F(ARB_texture_float) },
   { OFF, "GL_ARB_texture_mirrored_repeat",    F(ARB_texture_mirrored_repeat)},
   { OFF, "GL_ARB_texture_non_power_of_two",   F(ARB_texture_non_power_of_two)},
   { OFF, "GL_ARB_texture_rectangle",          F(NV_texture_rectangle) },
   { ON,  "GL_ARB_transpose_matrix",           F(ARB_transpose_matrix) },
   { OFF, "GL_ARB_vertex_buffer_object",       F(ARB_vertex_buffer_object) },
   { OFF, "GL_ARB_vertex_program",             F(ARB_vertex_program) },
   { OFF, "GL_ARB_vertex_shader",              F(ARB_vertex_shader) },
   { ON,  "GL_ARB_window_pos",                 F(ARB_window_pos) },
   { ON,  "GL_EXT_abgr",                       F(EXT_abgr) },
   { ON,  "GL_EXT_bgra",                       F(EXT_bgra) },
   { OFF, "GL_EXT_blend_color",                F(EXT_blend_color) },
   { OFF, "GL_EXT_blend_equation_separate",    F(EXT_blend_equation_separate) },
   { OFF, "GL_EXT_blend_func_separate",        F(EXT_blend_func_separate) },
   { OFF, "GL_EXT_blend_logic_op",             F(EXT_blend_logic_op) },
   { OFF, "GL_EXT_blend_minmax",               F(EXT_blend_minmax) },
   { OFF, "GL_EXT_blend_subtract",             F(EXT_blend_subtract) },
   { ON,  "GL_EXT_clip_volume_hint",           F(EXT_clip_volume_hint) },
   { OFF, "GL_EXT_cull_vertex",                F(EXT_cull_vertex) },
   { ON,  "GL_EXT_compiled_vertex_array",      F(EXT_compiled_vertex_array) },
   { OFF, "GL_EXT_convolution",                F(EXT_convolution) },
   { ON,  "GL_EXT_copy_texture",               F(EXT_copy_texture) },
   { OFF, "GL_EXT_depth_bounds_test",          F(EXT_depth_bounds_test) },
   { ON,  "GL_EXT_draw_range_elements",        F(EXT_draw_range_elements) },
   { OFF, "GL_EXT_framebuffer_object",         F(EXT_framebuffer_object) },
   { OFF, "GL_EXT_fog_coord",                  F(EXT_fog_coord) },
   { OFF, "GL_EXT_histogram",                  F(EXT_histogram) },
   { OFF, "GL_EXT_multi_draw_arrays",          F(EXT_multi_draw_arrays) },
   { ON,  "GL_EXT_packed_pixels",              F(EXT_packed_pixels) },
   { OFF, "GL_EXT_paletted_texture",           F(EXT_paletted_texture) },
   { OFF, "GL_EXT_pixel_buffer_object",        F(EXT_pixel_buffer_object) },
   { OFF, "GL_EXT_point_parameters",           F(EXT_point_parameters) },
   { ON,  "GL_EXT_polygon_offset",             F(EXT_polygon_offset) },
   { ON,  "GL_EXT_rescale_normal",             F(EXT_rescale_normal) },
   { OFF, "GL_EXT_secondary_color",            F(EXT_secondary_color) },
   { ON,  "GL_EXT_separate_specular_color",    F(EXT_separate_specular_color) },
   { OFF, "GL_EXT_shadow_funcs",               F(EXT_shadow_funcs) },
   { OFF, "GL_EXT_shared_texture_palette",     F(EXT_shared_texture_palette) },
   { OFF, "GL_EXT_stencil_two_side",           F(EXT_stencil_two_side) },
   { OFF, "GL_EXT_stencil_wrap",               F(EXT_stencil_wrap) },
   { ON,  "GL_EXT_subtexture",                 F(EXT_subtexture) },
   { ON,  "GL_EXT_texture",                    F(EXT_texture) },
   { ON,  "GL_EXT_texture3D",                  F(EXT_texture3D) },
   { OFF, "GL_EXT_texture_compression_s3tc",   F(EXT_texture_compression_s3tc) },
   { ON,  "GL_EXT_texture_edge_clamp",         F(SGIS_texture_edge_clamp) },
   { OFF, "GL_EXT_texture_env_add",            F(EXT_texture_env_add) },
   { OFF, "GL_EXT_texture_env_combine",        F(EXT_texture_env_combine) },
   { OFF, "GL_EXT_texture_env_dot3",           F(EXT_texture_env_dot3) },
   { OFF, "GL_EXT_texture_filter_anisotropic", F(EXT_texture_filter_anisotropic) },
   { OFF, "GL_EXT_texture_lod_bias",           F(EXT_texture_lod_bias) },
   { OFF, "GL_EXT_texture_mirror_clamp",       F(EXT_texture_mirror_clamp) },
   { ON,  "GL_EXT_texture_object",             F(EXT_texture_object) },
   { OFF, "GL_EXT_texture_rectangle",          F(NV_texture_rectangle) },
   { ON,  "GL_EXT_vertex_array",               F(EXT_vertex_array) },
   { OFF, "GL_EXT_vertex_array_set",           F(EXT_vertex_array_set) },
   { OFF, "GL_3DFX_texture_compression_FXT1",  F(TDFX_texture_compression_FXT1) },
   { OFF, "GL_APPLE_client_storage",           F(APPLE_client_storage) },
   { ON,  "GL_APPLE_packed_pixels",            F(APPLE_packed_pixels) },
   { OFF, "GL_ATI_blend_equation_separate",    F(EXT_blend_equation_separate) },
   { OFF, "GL_ATI_texture_env_combine3",       F(ATI_texture_env_combine3)},
   { OFF, "GL_ATI_texture_mirror_once",        F(ATI_texture_mirror_once)},
   { OFF, "GL_ATI_fragment_shader",            F(ATI_fragment_shader)},
   { OFF, "GL_HP_occlusion_test",              F(HP_occlusion_test) },
   { OFF, "GL_IBM_multimode_draw_arrays",      F(IBM_multimode_draw_arrays) },
   { ON,  "GL_IBM_rasterpos_clip",             F(IBM_rasterpos_clip) },
   { OFF, "GL_IBM_texture_mirrored_repeat",    F(ARB_texture_mirrored_repeat)},
   { OFF, "GL_INGR_blend_func_separate",       F(EXT_blend_func_separate) },
   { OFF, "GL_MESA_pack_invert",               F(MESA_pack_invert) },
   { OFF, "GL_MESA_packed_depth_stencil",      F(MESA_packed_depth_stencil) },
   { OFF, "GL_MESA_program_debug",             F(MESA_program_debug) },
   { OFF, "GL_MESA_resize_buffers",            F(MESA_resize_buffers) },
   { OFF, "GL_MESA_ycbcr_texture",             F(MESA_ycbcr_texture) },
   { ON,  "GL_MESA_window_pos",                F(ARB_window_pos) },
   { OFF, "GL_NV_blend_square",                F(NV_blend_square) },
   { OFF, "GL_NV_fragment_program",            F(NV_fragment_program) },
   { ON,  "GL_NV_light_max_exponent",          F(NV_light_max_exponent) },
   { OFF, "GL_NV_point_sprite",                F(NV_point_sprite) },
   { OFF, "GL_NV_texture_rectangle",           F(NV_texture_rectangle) },
   { ON,  "GL_NV_texgen_reflection",           F(NV_texgen_reflection) },
   { OFF, "GL_NV_vertex_program",              F(NV_vertex_program) },
   { OFF, "GL_NV_vertex_program1_1",           F(NV_vertex_program1_1) },
   { ON,  "GL_OES_read_format",                F(OES_read_format) },
   { OFF, "GL_SGI_color_matrix",               F(SGI_color_matrix) },
   { OFF, "GL_SGI_color_table",                F(SGI_color_table) },
   { OFF, "GL_SGI_texture_color_table",        F(SGI_texture_color_table) },
   { OFF, "GL_SGIS_generate_mipmap",           F(SGIS_generate_mipmap) },
   { OFF, "GL_SGIS_pixel_texture",             F(SGIS_pixel_texture) },
   { OFF, "GL_SGIS_texture_border_clamp",      F(ARB_texture_border_clamp) },
   { ON,  "GL_SGIS_texture_edge_clamp",        F(SGIS_texture_edge_clamp) },
   { ON,  "GL_SGIS_texture_lod",               F(SGIS_texture_lod) },
   { OFF, "GL_SGIX_depth_texture",             F(SGIX_depth_texture) },
   { OFF, "GL_SGIX_pixel_texture",             F(SGIX_pixel_texture) },
   { OFF, "GL_SGIX_shadow",                    F(SGIX_shadow) },
   { OFF, "GL_SGIX_shadow_ambient",            F(SGIX_shadow_ambient) },
   { OFF, "GL_SUN_multi_draw_arrays",          F(EXT_multi_draw_arrays) },
   { OFF, "GL_S3_s3tc",                        F(S3_s3tc) },
};



/**
 * Enable all extensions suitable for a software-only renderer.
 * This is a convenience function used by the XMesa, OSMesa, GGI drivers, etc.
 */
void
_mesa_enable_sw_extensions(GLcontext *ctx)
{
   ctx->Extensions.ARB_depth_texture = GL_TRUE;
   ctx->Extensions.ARB_draw_buffers = GL_TRUE;
#if FEATURE_ARB_fragment_program
   ctx->Extensions.ARB_fragment_program = GL_TRUE;
#endif
#if 0 && FEATURE_ARB_fragment_shader
   ctx->Extensions.ARB_fragment_shader = GL_TRUE;
#endif
   /*ctx->Extensions.ARB_half_float_pixel = GL_TRUE;*/
   ctx->Extensions.ARB_imaging = GL_TRUE;
   ctx->Extensions.ARB_multitexture = GL_TRUE;
#if FEATURE_ARB_occlusion_query
   ctx->Extensions.ARB_occlusion_query = GL_TRUE;
#endif
   ctx->Extensions.ARB_point_sprite = GL_TRUE;
#if 0 && FEATURE_ARB_shader_objects
   ctx->Extensions.ARB_shader_objects = GL_TRUE;
#endif
#if 0 && FEATURE_ARB_shading_language_100
   ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
#endif
   ctx->Extensions.ARB_shadow = GL_TRUE;
   ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
   ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
   ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
   ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
   ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
   /*ctx->Extensions.ARB_texture_float = GL_TRUE;*/
   ctx->Extensions.ARB_texture_mirrored_repeat = GL_TRUE;
   ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
#if FEATURE_ARB_vertex_program
   ctx->Extensions.ARB_vertex_program = GL_TRUE;
#endif
#if 0 && FEATURE_ARB_vertex_shader
   ctx->Extensions.ARB_vertex_shader = GL_TRUE;
#endif
#if FEATURE_ARB_vertex_buffer_object
   ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;
#endif
#if FEATURE_ATI_fragment_shader
   ctx->Extensions.ATI_fragment_shader = GL_TRUE;
#endif
   ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;
   ctx->Extensions.ATI_texture_mirror_once = GL_TRUE;
   ctx->Extensions.EXT_blend_color = GL_TRUE;
   ctx->Extensions.EXT_blend_equation_separate = GL_TRUE;
   ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
   ctx->Extensions.EXT_blend_logic_op = GL_TRUE;
   ctx->Extensions.EXT_blend_minmax = GL_TRUE;
   ctx->Extensions.EXT_blend_subtract = GL_TRUE;
   ctx->Extensions.EXT_convolution = GL_TRUE;
   ctx->Extensions.EXT_depth_bounds_test = GL_TRUE;
   ctx->Extensions.EXT_fog_coord = GL_TRUE;
#if FEATURE_EXT_framebuffer_object
   ctx->Extensions.EXT_framebuffer_object = GL_TRUE;
#endif
   ctx->Extensions.EXT_histogram = GL_TRUE;
   ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;
   ctx->Extensions.EXT_paletted_texture = GL_TRUE;
#if FEATURE_EXT_pixel_buffer_object
   ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
#endif
   ctx->Extensions.EXT_point_parameters = GL_TRUE;
   ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
   ctx->Extensions.EXT_secondary_color = GL_TRUE;
   ctx->Extensions.EXT_shared_texture_palette = GL_TRUE;
   ctx->Extensions.EXT_stencil_wrap = GL_TRUE;
   ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
   ctx->Extensions.EXT_texture_env_add = GL_TRUE;
   ctx->Extensions.EXT_texture_env_combine = GL_TRUE;
   ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE;
   ctx->Extensions.EXT_texture_mirror_clamp = GL_TRUE;
   ctx->Extensions.EXT_texture_lod_bias = GL_TRUE;
   ctx->Extensions.HP_occlusion_test = GL_TRUE;
   ctx->Extensions.IBM_multimode_draw_arrays = GL_TRUE;
   ctx->Extensions.MESA_pack_invert = GL_TRUE;
#if FEATURE_MESA_program_debug
   ctx->Extensions.MESA_program_debug = GL_TRUE;
#endif
   ctx->Extensions.MESA_resize_buffers = GL_TRUE;
   ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
   ctx->Extensions.NV_blend_square = GL_TRUE;
   /*ctx->Extensions.NV_light_max_exponent = GL_TRUE;*/

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