Module: Mesa
Branch: master
Commit: 9a2943ddf28eee417b692d9338b81aa89a51dea8
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=9a2943ddf28eee417b692d9338b81aa89a51dea8

Author: Eric Anholt <[email protected]>
Date:   Thu Aug 23 09:56:31 2012 -0700

i965: Add support for GL_ARB_occlusion_query2.

This extension is just a bit of core code on top of the GL_ARB_occlusion_query
support.

Reviewed-by: Kenneth Graunke <[email protected]>

---

 docs/GL3.txt                                  |    2 +-
 src/mesa/drivers/dri/intel/intel_extensions.c |    1 +
 2 files changed, 2 insertions(+), 1 deletions(-)

diff --git a/docs/GL3.txt b/docs/GL3.txt
index 246eb30..c1e2da8 100644
--- a/docs/GL3.txt
+++ b/docs/GL3.txt
@@ -75,7 +75,7 @@ GL 3.3:
 GLSL 3.30                                             new features in this 
version pretty much done
 GL_ARB_blend_func_extended                            DONE (i965, r600, 
softpipe)
 GL_ARB_explicit_attrib_location                       DONE (i915, i965, r300, 
r600, swrast)
-GL_ARB_occlusion_query2                               DONE (r300, r600, swrast)
+GL_ARB_occlusion_query2                               DONE (i965, r300, r600, 
swrast)
 GL_ARB_sampler_objects                                DONE (i965, r300, r600)
 GL_ARB_shader_bit_encoding                            DONE
 GL_ARB_texture_rgb10_a2ui                             DONE (i965, r600)
diff --git a/src/mesa/drivers/dri/intel/intel_extensions.c 
b/src/mesa/drivers/dri/intel/intel_extensions.c
index 9065f38..df7abff 100755
--- a/src/mesa/drivers/dri/intel/intel_extensions.c
+++ b/src/mesa/drivers/dri/intel/intel_extensions.c
@@ -124,6 +124,7 @@ intelInitExtensions(struct gl_context *ctx)
       ctx->Extensions.ARB_fragment_shader = true;
       ctx->Extensions.ARB_half_float_vertex = true;
       ctx->Extensions.ARB_occlusion_query = true;
+      ctx->Extensions.ARB_occlusion_query2 = true;
       ctx->Extensions.ARB_point_sprite = true;
       ctx->Extensions.ARB_seamless_cube_map = true;
       ctx->Extensions.ARB_shader_bit_encoding = true;

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