mesa: De-duplicate ES2 queries
From GL/GLES/GL_CORE and GLES2 -> GL/GL_CORE/GLES2. Yes, we really were exposing ES2_compatibility queries on ES 1. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@ -303,8 +303,12 @@ static const int extra_ARB_uniform_buffer_object_and_geometry_shader[] = {
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EXTRA_END
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};
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static const int extra_ARB_ES2_compatibility_api_es2[] = {
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EXT(ARB_ES2_compatibility),
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EXTRA_API_ES2,
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EXTRA_END
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};
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EXTRA_EXT(ARB_ES2_compatibility);
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EXTRA_EXT(ARB_texture_cube_map);
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EXTRA_EXT(MESA_texture_array);
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EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
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@ -204,12 +204,6 @@ descriptor=[
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[ "TEXTURE_COORD_ARRAY_TYPE", "LOC_CUSTOM, TYPE_ENUM, offsetof(struct gl_client_array, Type), NO_EXTRA" ],
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[ "TEXTURE_COORD_ARRAY_STRIDE", "LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Stride), NO_EXTRA" ],
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# GL_ARB_ES2_compatibility
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[ "SHADER_COMPILER", "CONST(1), extra_ARB_ES2_compatibility" ],
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[ "MAX_VARYING_VECTORS", "CONTEXT_INT(Const.MaxVarying), extra_ARB_ES2_compatibility" ],
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[ "MAX_VERTEX_UNIFORM_VECTORS", "LOC_CUSTOM, TYPE_INT, 0, extra_ARB_ES2_compatibility" ],
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[ "MAX_FRAGMENT_UNIFORM_VECTORS", "LOC_CUSTOM, TYPE_INT, 0, extra_ARB_ES2_compatibility" ],
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# GL_ARB_multitexture
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[ "MAX_TEXTURE_UNITS", "CONTEXT_INT(Const.MaxTextureUnits), NO_EXTRA" ],
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[ "CLIENT_ACTIVE_TEXTURE", "LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA" ],
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@ -310,6 +304,12 @@ descriptor=[
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# GL_NV_read_buffer
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[ "READ_BUFFER", "LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, extra_NV_read_buffer_api_gl" ],
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# GL_ARB_ES2_compatibility
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[ "SHADER_COMPILER", "CONST(1), extra_ARB_ES2_compatibility_api_es2" ],
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[ "MAX_VARYING_VECTORS", "CONTEXT_INT(Const.MaxVarying), extra_ARB_ES2_compatibility_api_es2" ],
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[ "MAX_VERTEX_UNIFORM_VECTORS", "LOC_CUSTOM, TYPE_INT, 0, extra_ARB_ES2_compatibility_api_es2" ],
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[ "MAX_FRAGMENT_UNIFORM_VECTORS", "LOC_CUSTOM, TYPE_INT, 0, extra_ARB_ES2_compatibility_api_es2" ],
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]},
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# GLES3 is not a typo.
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@ -373,10 +373,6 @@ descriptor=[
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# Enums unique to OpenGL ES 2.0
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{ "apis": ["GLES2"], "params": [
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[ "MAX_FRAGMENT_UNIFORM_VECTORS", "LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA" ],
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[ "MAX_VARYING_VECTORS", "CONTEXT_INT(Const.MaxVarying), NO_EXTRA" ],
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[ "MAX_VERTEX_UNIFORM_VECTORS", "LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA" ],
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[ "SHADER_COMPILER", "CONST(1), NO_EXTRA" ],
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# OES_get_program_binary
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[ "NUM_SHADER_BINARY_FORMATS", "CONST(0), NO_EXTRA" ],
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[ "SHADER_BINARY_FORMATS", "CONST(0), NO_EXTRA" ],
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