INTEL_shader_integer_functions2: Add basic extension tracking
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@ -236,6 +236,8 @@ void TParseVersions::initializeExtensionBehavior()
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extensionBehavior[E_GL_AMD_shader_fragment_mask] = EBhDisable;
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extensionBehavior[E_GL_AMD_shader_fragment_mask] = EBhDisable;
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extensionBehavior[E_GL_AMD_gpu_shader_half_float_fetch] = EBhDisable;
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extensionBehavior[E_GL_AMD_gpu_shader_half_float_fetch] = EBhDisable;
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extensionBehavior[E_GL_INTEL_shader_integer_functions2] = EBhDisable;
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extensionBehavior[E_GL_NV_sample_mask_override_coverage] = EBhDisable;
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extensionBehavior[E_GL_NV_sample_mask_override_coverage] = EBhDisable;
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extensionBehavior[E_SPV_NV_geometry_shader_passthrough] = EBhDisable;
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extensionBehavior[E_SPV_NV_geometry_shader_passthrough] = EBhDisable;
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extensionBehavior[E_GL_NV_viewport_array2] = EBhDisable;
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extensionBehavior[E_GL_NV_viewport_array2] = EBhDisable;
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@ -434,6 +436,8 @@ void TParseVersions::getPreamble(std::string& preamble)
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"#define GL_AMD_shader_fragment_mask 1\n"
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"#define GL_AMD_shader_fragment_mask 1\n"
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"#define GL_AMD_gpu_shader_half_float_fetch 1\n"
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"#define GL_AMD_gpu_shader_half_float_fetch 1\n"
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"#define GL_INTEL_shader_integer_functions2 1\n"
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"#define GL_NV_sample_mask_override_coverage 1\n"
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"#define GL_NV_sample_mask_override_coverage 1\n"
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"#define GL_NV_geometry_shader_passthrough 1\n"
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"#define GL_NV_geometry_shader_passthrough 1\n"
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"#define GL_NV_viewport_array2 1\n"
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"#define GL_NV_viewport_array2 1\n"
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@ -206,6 +206,8 @@ const char* const E_GL_AMD_shader_image_load_store_lod = "GL_AMD_shader
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const char* const E_GL_AMD_shader_fragment_mask = "GL_AMD_shader_fragment_mask";
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const char* const E_GL_AMD_shader_fragment_mask = "GL_AMD_shader_fragment_mask";
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const char* const E_GL_AMD_gpu_shader_half_float_fetch = "GL_AMD_gpu_shader_half_float_fetch";
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const char* const E_GL_AMD_gpu_shader_half_float_fetch = "GL_AMD_gpu_shader_half_float_fetch";
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const char* const E_GL_INTEL_shader_integer_functions2 = "GL_INTEL_shader_integer_functions2";
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const char* const E_GL_NV_sample_mask_override_coverage = "GL_NV_sample_mask_override_coverage";
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const char* const E_GL_NV_sample_mask_override_coverage = "GL_NV_sample_mask_override_coverage";
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const char* const E_SPV_NV_geometry_shader_passthrough = "GL_NV_geometry_shader_passthrough";
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const char* const E_SPV_NV_geometry_shader_passthrough = "GL_NV_geometry_shader_passthrough";
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const char* const E_GL_NV_viewport_array2 = "GL_NV_viewport_array2";
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const char* const E_GL_NV_viewport_array2 = "GL_NV_viewport_array2";
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