include: Remove superfluous semi-colons from wine/wined3d_gl.h.

This commit is contained in:
Rob Shearman 2008-08-17 18:27:58 +01:00 committed by Alexandre Julliard
parent 169e87d879
commit 24c5df3dc1
1 changed files with 274 additions and 274 deletions

View File

@ -3401,299 +3401,299 @@ typedef enum _GL_SupportedExt {
#define GL_EXT_FUNCS_GEN \
/** ARB Extensions **/ \
/* GL_ARB_color_buffer_float */ \
USE_GL_FUNC(PGLFNCLAMPCOLORARBPROC, glClampColorARB, ARB_COLOR_BUFFER_FLOAT, NULL );\
USE_GL_FUNC(PGLFNCLAMPCOLORARBPROC, glClampColorARB, ARB_COLOR_BUFFER_FLOAT, NULL )\
/* GL_ARB_draw_buffers */ \
USE_GL_FUNC(PGLFNDRAWBUFFERSARBPROC, glDrawBuffersARB, ARB_DRAW_BUFFERS, NULL );\
USE_GL_FUNC(PGLFNDRAWBUFFERSARBPROC, glDrawBuffersARB, ARB_DRAW_BUFFERS, NULL )\
/* GL_ARB_imaging, GL_EXT_blend_minmax */ \
USE_GL_FUNC(PGLFNBLENDCOLORPROC, glBlendColorEXT, EXT_BLEND_COLOR, NULL );\
USE_GL_FUNC(PGLFNBLENDEQUATIONPROC, glBlendEquationEXT, EXT_BLEND_MINMAX, NULL );\
USE_GL_FUNC(PGLFNBLENDCOLORPROC, glBlendColorEXT, EXT_BLEND_COLOR, NULL )\
USE_GL_FUNC(PGLFNBLENDEQUATIONPROC, glBlendEquationEXT, EXT_BLEND_MINMAX, NULL )\
/* GL_ARB_multisample */ \
USE_GL_FUNC(WINED3D_PFNGLSAMPLECOVERAGEARBPROC, glSampleCoverageARB, ARB_MULTISAMPLE, NULL );\
USE_GL_FUNC(WINED3D_PFNGLSAMPLECOVERAGEARBPROC, glSampleCoverageARB, ARB_MULTISAMPLE, NULL )\
/* GL_ARB_multitexture */ \
USE_GL_FUNC(WINED3D_PFNGLACTIVETEXTUREARBPROC, glActiveTextureARB, ARB_MULTITEXTURE, NULL );\
USE_GL_FUNC(WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC, glClientActiveTextureARB, ARB_MULTITEXTURE, NULL );\
USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD1FARBPROC, glMultiTexCoord1fARB, ARB_MULTITEXTURE, NULL );\
USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2FARBPROC, glMultiTexCoord2fARB, ARB_MULTITEXTURE, NULL );\
USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD3FARBPROC, glMultiTexCoord3fARB, ARB_MULTITEXTURE, NULL );\
USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4FARBPROC, glMultiTexCoord4fARB, ARB_MULTITEXTURE, NULL );\
USE_GL_FUNC(WINED3D_PFNGLACTIVETEXTUREARBPROC, glActiveTextureARB, ARB_MULTITEXTURE, NULL )\
USE_GL_FUNC(WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC, glClientActiveTextureARB, ARB_MULTITEXTURE, NULL )\
USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD1FARBPROC, glMultiTexCoord1fARB, ARB_MULTITEXTURE, NULL )\
USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2FARBPROC, glMultiTexCoord2fARB, ARB_MULTITEXTURE, NULL )\
USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD3FARBPROC, glMultiTexCoord3fARB, ARB_MULTITEXTURE, NULL )\
USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4FARBPROC, glMultiTexCoord4fARB, ARB_MULTITEXTURE, NULL )\
/* GL_ARB_occlusion_query */ \
USE_GL_FUNC(PGLFNGENQUERIESARBPROC, glGenQueriesARB, ARB_OCCLUSION_QUERY, NULL );\
USE_GL_FUNC(PGLFNDELETEQUERIESARBPROC, glDeleteQueriesARB, ARB_OCCLUSION_QUERY, NULL );\
USE_GL_FUNC(PGLFNBEGINQUERYARBPROC, glBeginQueryARB, ARB_OCCLUSION_QUERY, NULL );\
USE_GL_FUNC(PGLFNENDQUERYARBPROC, glEndQueryARB, ARB_OCCLUSION_QUERY, NULL );\
USE_GL_FUNC(PGLFNGETQUERYOBJECTIVARBPROC, glGetQueryObjectivARB, ARB_OCCLUSION_QUERY, NULL );\
USE_GL_FUNC(PGLFNGETQUERYOBJECTUIVARBPROC, glGetQueryObjectuivARB, ARB_OCCLUSION_QUERY, NULL );\
USE_GL_FUNC(PGLFNGENQUERIESARBPROC, glGenQueriesARB, ARB_OCCLUSION_QUERY, NULL )\
USE_GL_FUNC(PGLFNDELETEQUERIESARBPROC, glDeleteQueriesARB, ARB_OCCLUSION_QUERY, NULL )\
USE_GL_FUNC(PGLFNBEGINQUERYARBPROC, glBeginQueryARB, ARB_OCCLUSION_QUERY, NULL )\
USE_GL_FUNC(PGLFNENDQUERYARBPROC, glEndQueryARB, ARB_OCCLUSION_QUERY, NULL )\
USE_GL_FUNC(PGLFNGETQUERYOBJECTIVARBPROC, glGetQueryObjectivARB, ARB_OCCLUSION_QUERY, NULL )\
USE_GL_FUNC(PGLFNGETQUERYOBJECTUIVARBPROC, glGetQueryObjectuivARB, ARB_OCCLUSION_QUERY, NULL )\
/* GL_ARB_point_parameters */ \
USE_GL_FUNC(PGLFNGLPOINTPARAMETERFARBPROC, glPointParameterfARB, ARB_POINT_PARAMETERS, NULL );\
USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVARBPROC, glPointParameterfvARB, ARB_POINT_PARAMETERS, NULL );\
USE_GL_FUNC(PGLFNGLPOINTPARAMETERFARBPROC, glPointParameterfARB, ARB_POINT_PARAMETERS, NULL )\
USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVARBPROC, glPointParameterfvARB, ARB_POINT_PARAMETERS, NULL )\
/* GL_ARB_texture_compression */ \
USE_GL_FUNC(PGLFNCOMPRESSEDTEXIMAGE2DPROC, glCompressedTexImage2DARB, ARB_TEXTURE_COMPRESSION,NULL );\
USE_GL_FUNC(PGLFNCOMPRESSEDTEXIMAGE3DPROC, glCompressedTexImage3DARB, ARB_TEXTURE_COMPRESSION,NULL );\
USE_GL_FUNC(PGLFNCOMPRESSEDTEXSUBIMAGE2DPROC, glCompressedTexSubImage2DARB, ARB_TEXTURE_COMPRESSION,NULL );\
USE_GL_FUNC(PGLFNCOMPRESSEDTEXSUBIMAGE3DPROC, glCompressedTexSubImage3DARB, ARB_TEXTURE_COMPRESSION,NULL );\
USE_GL_FUNC(PGLFNGETCOMPRESSEDTEXIMAGEPROC, glGetCompressedTexImageARB, ARB_TEXTURE_COMPRESSION,NULL );\
USE_GL_FUNC(PGLFNCOMPRESSEDTEXIMAGE2DPROC, glCompressedTexImage2DARB, ARB_TEXTURE_COMPRESSION,NULL )\
USE_GL_FUNC(PGLFNCOMPRESSEDTEXIMAGE3DPROC, glCompressedTexImage3DARB, ARB_TEXTURE_COMPRESSION,NULL )\
USE_GL_FUNC(PGLFNCOMPRESSEDTEXSUBIMAGE2DPROC, glCompressedTexSubImage2DARB, ARB_TEXTURE_COMPRESSION,NULL )\
USE_GL_FUNC(PGLFNCOMPRESSEDTEXSUBIMAGE3DPROC, glCompressedTexSubImage3DARB, ARB_TEXTURE_COMPRESSION,NULL )\
USE_GL_FUNC(PGLFNGETCOMPRESSEDTEXIMAGEPROC, glGetCompressedTexImageARB, ARB_TEXTURE_COMPRESSION,NULL )\
/* GL_ARB_vertex_blend */ \
USE_GL_FUNC(PGLFNGLWEIGHTPOINTERARB, glWeightPointerARB, ARB_VERTEX_BLEND, NULL );\
USE_GL_FUNC(PGLFNGLWEIGHTBV, glWeightbvARB, ARB_VERTEX_BLEND, NULL );\
USE_GL_FUNC(PGLFNGLWEIGHTSV, glWeightsvARB, ARB_VERTEX_BLEND, NULL );\
USE_GL_FUNC(PGLFNGLWEIGHTIV, glWeightivARB, ARB_VERTEX_BLEND, NULL );\
USE_GL_FUNC(PGLFNGLWEIGHTFV, glWeightfvARB, ARB_VERTEX_BLEND, NULL );\
USE_GL_FUNC(PGLFNGLWEIGHTDV, glWeightdvARB, ARB_VERTEX_BLEND, NULL );\
USE_GL_FUNC(PGLFNGLWEIGHTUBV, glWeightubvARB, ARB_VERTEX_BLEND, NULL );\
USE_GL_FUNC(PGLFNGLWEIGHTUSV, glWeightusvARB, ARB_VERTEX_BLEND, NULL );\
USE_GL_FUNC(PGLFNGLWEIGHTUIV, glWeightuivARB, ARB_VERTEX_BLEND, NULL );\
USE_GL_FUNC(PGLFNGLVERTEXBLENDARB, glVertexBlendARB, ARB_VERTEX_BLEND, NULL );\
USE_GL_FUNC(PGLFNGLWEIGHTPOINTERARB, glWeightPointerARB, ARB_VERTEX_BLEND, NULL )\
USE_GL_FUNC(PGLFNGLWEIGHTBV, glWeightbvARB, ARB_VERTEX_BLEND, NULL )\
USE_GL_FUNC(PGLFNGLWEIGHTSV, glWeightsvARB, ARB_VERTEX_BLEND, NULL )\
USE_GL_FUNC(PGLFNGLWEIGHTIV, glWeightivARB, ARB_VERTEX_BLEND, NULL )\
USE_GL_FUNC(PGLFNGLWEIGHTFV, glWeightfvARB, ARB_VERTEX_BLEND, NULL )\
USE_GL_FUNC(PGLFNGLWEIGHTDV, glWeightdvARB, ARB_VERTEX_BLEND, NULL )\
USE_GL_FUNC(PGLFNGLWEIGHTUBV, glWeightubvARB, ARB_VERTEX_BLEND, NULL )\
USE_GL_FUNC(PGLFNGLWEIGHTUSV, glWeightusvARB, ARB_VERTEX_BLEND, NULL )\
USE_GL_FUNC(PGLFNGLWEIGHTUIV, glWeightuivARB, ARB_VERTEX_BLEND, NULL )\
USE_GL_FUNC(PGLFNGLVERTEXBLENDARB, glVertexBlendARB, ARB_VERTEX_BLEND, NULL )\
/* GL_ARB_vertex_buffer_object */ \
USE_GL_FUNC(PGLFNBINDBUFFERARBPROC, glBindBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
USE_GL_FUNC(PGLFNDELETEBUFFERSARBPROC, glDeleteBuffersARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
USE_GL_FUNC(PGLFNGENBUFFERSARBPROC, glGenBuffersARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
USE_GL_FUNC(PGLFNISBUFFERARBPROC, glIsBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
USE_GL_FUNC(PGLFNBUFFERDATAARBPROC, glBufferDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
USE_GL_FUNC(PGLFNBUFFERSUBDATAARBPROC, glBufferSubDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
USE_GL_FUNC(PGLFNGETBUFFERSUBDATAARBPROC, glGetBufferSubDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
USE_GL_FUNC(PGLFNMAPBUFFERARBPROC, glMapBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
USE_GL_FUNC(PGLFNUNMAPBUFFERARBPROC, glUnmapBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
USE_GL_FUNC(PGLFNGETBUFFERPARAMETERIVARBPROC, glGetBufferParameterivARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
USE_GL_FUNC(PGLFNGETBUFFERPOINTERVARBPROC, glGetBufferPointervARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
USE_GL_FUNC(PGLFNBINDBUFFERARBPROC, glBindBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
USE_GL_FUNC(PGLFNDELETEBUFFERSARBPROC, glDeleteBuffersARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
USE_GL_FUNC(PGLFNGENBUFFERSARBPROC, glGenBuffersARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
USE_GL_FUNC(PGLFNISBUFFERARBPROC, glIsBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
USE_GL_FUNC(PGLFNBUFFERDATAARBPROC, glBufferDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
USE_GL_FUNC(PGLFNBUFFERSUBDATAARBPROC, glBufferSubDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
USE_GL_FUNC(PGLFNGETBUFFERSUBDATAARBPROC, glGetBufferSubDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
USE_GL_FUNC(PGLFNMAPBUFFERARBPROC, glMapBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
USE_GL_FUNC(PGLFNUNMAPBUFFERARBPROC, glUnmapBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
USE_GL_FUNC(PGLFNGETBUFFERPARAMETERIVARBPROC, glGetBufferParameterivARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
USE_GL_FUNC(PGLFNGETBUFFERPOINTERVARBPROC, glGetBufferPointervARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
/** EXT Extensions **/ \
/* GL_EXT_blend_equation_separate */ \
USE_GL_FUNC(PGLFNBLENDFUNCSEPARATEEXTPROC, glBlendFuncSeparateEXT, EXT_BLEND_FUNC_SEPARATE, NULL);\
USE_GL_FUNC(PGLFNBLENDFUNCSEPARATEEXTPROC, glBlendFuncSeparateEXT, EXT_BLEND_FUNC_SEPARATE, NULL)\
/* GL_EXT_blend_func_separate */ \
USE_GL_FUNC(PGLFNBLENDEQUATIONSEPARATEEXTPROC, glBlendEquationSeparateEXT, EXT_BLEND_EQUATION_SEPARATE, NULL);\
USE_GL_FUNC(PGLFNBLENDEQUATIONSEPARATEEXTPROC, glBlendEquationSeparateEXT, EXT_BLEND_EQUATION_SEPARATE, NULL)\
/* GL_EXT_fog_coord */ \
USE_GL_FUNC(PGLFNGLFOGCOORDFEXTPROC, glFogCoordfEXT, EXT_FOG_COORD, NULL );\
USE_GL_FUNC(PGLFNGLFOGCOORDFVEXTPROC, glFogCoordfvEXT, EXT_FOG_COORD, NULL );\
USE_GL_FUNC(PGLFNGLFOGCOORDDEXTPROC, glFogCoorddEXT, EXT_FOG_COORD, NULL );\
USE_GL_FUNC(PGLFNGLFOGCOORDDVEXTPROC, glFogCoordvEXT, EXT_FOG_COORD, NULL );\
USE_GL_FUNC(PGLFNGLFOGCOORDPOINTEREXTPROC, glFogCoordPointerEXT, EXT_FOG_COORD, NULL );\
USE_GL_FUNC(PGLFNGLFOGCOORDFEXTPROC, glFogCoordfEXT, EXT_FOG_COORD, NULL )\
USE_GL_FUNC(PGLFNGLFOGCOORDFVEXTPROC, glFogCoordfvEXT, EXT_FOG_COORD, NULL )\
USE_GL_FUNC(PGLFNGLFOGCOORDDEXTPROC, glFogCoorddEXT, EXT_FOG_COORD, NULL )\
USE_GL_FUNC(PGLFNGLFOGCOORDDVEXTPROC, glFogCoordvEXT, EXT_FOG_COORD, NULL )\
USE_GL_FUNC(PGLFNGLFOGCOORDPOINTEREXTPROC, glFogCoordPointerEXT, EXT_FOG_COORD, NULL )\
/* GL_EXT_framebuffer_object */ \
USE_GL_FUNC(PGLFNGLISRENDERBUFFEREXTPROC, glIsRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLBINDRENDERBUFFEREXTPROC, glBindRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLGENRENDERBUFFERSEXTPROC, glGenRenderbuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLRENDERBUFFERSTORAGEEXTPROC, glRenderbufferStorageEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLISFRAMEBUFFEREXTPROC, glIsFramebufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLBINDFRAMEBUFFEREXTPROC, glBindFramebufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLDELETEFRAMEBUFFERSEXTPROC, glDeleteFramebuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLGENFRAMEBUFFERSEXTPROC, glGenFramebuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLCHECKFRAMEBUFFERSTATUSEXTPROC, glCheckFramebufferStatusEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE1DEXTPROC, glFramebufferTexture1DEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE2DEXTPROC, glFramebufferTexture2DEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE3DEXTPROC, glFramebufferTexture3DEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLFRAMEBUFFERRENDERBUFFEREXTPROC, glFramebufferRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLGENERATEMIPMAPEXTPROC, glGenerateMipmapEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLGETRENDERBUFFERPARAMETERIVEXTPROC, glGetRenderbufferParameterivEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC, glGetFramebufferAttachmentParameterivEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
USE_GL_FUNC(PGLFNGLISRENDERBUFFEREXTPROC, glIsRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLBINDRENDERBUFFEREXTPROC, glBindRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLGENRENDERBUFFERSEXTPROC, glGenRenderbuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLRENDERBUFFERSTORAGEEXTPROC, glRenderbufferStorageEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLISFRAMEBUFFEREXTPROC, glIsFramebufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLBINDFRAMEBUFFEREXTPROC, glBindFramebufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLDELETEFRAMEBUFFERSEXTPROC, glDeleteFramebuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLGENFRAMEBUFFERSEXTPROC, glGenFramebuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLCHECKFRAMEBUFFERSTATUSEXTPROC, glCheckFramebufferStatusEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE1DEXTPROC, glFramebufferTexture1DEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE2DEXTPROC, glFramebufferTexture2DEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE3DEXTPROC, glFramebufferTexture3DEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLFRAMEBUFFERRENDERBUFFEREXTPROC, glFramebufferRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLGENERATEMIPMAPEXTPROC, glGenerateMipmapEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLGETRENDERBUFFERPARAMETERIVEXTPROC, glGetRenderbufferParameterivEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
USE_GL_FUNC(PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC, glGetFramebufferAttachmentParameterivEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
/* GL_EXT_framebuffer_blit */ \
USE_GL_FUNC(PGLFNGLBLITFRAMEBUFFEREXTPROC, glBlitFramebufferEXT, EXT_FRAMEBUFFER_BLIT, NULL );\
USE_GL_FUNC(PGLFNGLBLITFRAMEBUFFEREXTPROC, glBlitFramebufferEXT, EXT_FRAMEBUFFER_BLIT, NULL )\
/* GL_EXT_paletted_texture */ \
USE_GL_FUNC(PGLFNGLCOLORTABLEEXTPROC, glColorTableEXT, EXT_PALETTED_TEXTURE, NULL );\
USE_GL_FUNC(PGLFNGLCOLORTABLEEXTPROC, glColorTableEXT, EXT_PALETTED_TEXTURE, NULL )\
/* GL_EXT_point_parameters */ \
USE_GL_FUNC(PGLFNGLPOINTPARAMETERFEXTPROC, glPointParameterfEXT, EXT_POINT_PARAMETERS, NULL );\
USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVEXTPROC, glPointParameterfvEXT, EXT_POINT_PARAMETERS, NULL );\
USE_GL_FUNC(PGLFNGLPOINTPARAMETERFEXTPROC, glPointParameterfEXT, EXT_POINT_PARAMETERS, NULL )\
USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVEXTPROC, glPointParameterfvEXT, EXT_POINT_PARAMETERS, NULL )\
/* GL_EXT_secondary_color */ \
USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3UBEXTPROC, glSecondaryColor3ubEXT, EXT_SECONDARY_COLOR, NULL );\
USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FEXTPROC, glSecondaryColor3fEXT, EXT_SECONDARY_COLOR, NULL );\
USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FVEXTPROC, glSecondaryColor3fvEXT, EXT_SECONDARY_COLOR, NULL );\
USE_GL_FUNC(PGLFNGLSECONDARYCOLORPOINTEREXTPROC, glSecondaryColorPointerEXT, EXT_SECONDARY_COLOR, NULL );\
USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3UBEXTPROC, glSecondaryColor3ubEXT, EXT_SECONDARY_COLOR, NULL )\
USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FEXTPROC, glSecondaryColor3fEXT, EXT_SECONDARY_COLOR, NULL )\
USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FVEXTPROC, glSecondaryColor3fvEXT, EXT_SECONDARY_COLOR, NULL )\
USE_GL_FUNC(PGLFNGLSECONDARYCOLORPOINTEREXTPROC, glSecondaryColorPointerEXT, EXT_SECONDARY_COLOR, NULL )\
/* GL_EXT_texture3D */ \
USE_GL_FUNC(PGLFNGLTEXIMAGE3DEXTPROC, glTexImage3DEXT, EXT_TEXTURE3D, glTexImage3D);\
USE_GL_FUNC(PGLFNGLTEXSUBIMAGE3DEXTPROC, glTexSubImage3DEXT, EXT_TEXTURE3D, glTexSubImage3D);\
USE_GL_FUNC(PGLFNGLTEXIMAGE3DEXTPROC, glTexImage3DEXT, EXT_TEXTURE3D, glTexImage3D)\
USE_GL_FUNC(PGLFNGLTEXSUBIMAGE3DEXTPROC, glTexSubImage3DEXT, EXT_TEXTURE3D, glTexSubImage3D)\
/* GL_ARB_vertex_program */ \
USE_GL_FUNC(PGLFNGENPROGRAMSARBPROC, glGenProgramsARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNBINDPROGRAMARBPROC, glBindProgramARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNPROGRAMSTRINGARBPROC, glProgramStringARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNDELETEPROGRAMSARBPROC, glDeleteProgramsARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNPROGRAMENVPARAMETER4FVARBPROC, glProgramEnvParameter4fvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNPROGRAMLOCALPARAMETER4FVARBPROC, glProgramLocalParameter4fvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArrayARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB1DARBPROC, glVertexAttrib1dARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB1DVARBPROC, glVertexAttrib1dvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB1FARBPROC, glVertexAttrib1fARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB1FVARBPROC, glVertexAttrib1fvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB1SARBPROC, glVertexAttrib1sARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB1SVARBPROC, glVertexAttrib1svARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB2DARBPROC, glVertexAttrib2dARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB2DVARBPROC, glVertexAttrib2dvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB2FARBPROC, glVertexAttrib2fARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB2FVARBPROC, glVertexAttrib2fvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB2SARBPROC, glVertexAttrib2sARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB2SVARBPROC, glVertexAttrib2svARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB3DARBPROC, glVertexAttrib3dARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB3DVARBPROC, glVertexAttrib3dvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB3FARBPROC, glVertexAttrib3fARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB3FVARBPROC, glVertexAttrib3fvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB3SARBPROC, glVertexAttrib3sARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB3SVARBPROC, glVertexAttrib3svARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NBVARBPROC, glVertexAttrib4NbvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NIVARBPROC, glVertexAttrib4NivARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NSVARBPROC, glVertexAttrib4NsvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBARBPROC, glVertexAttrib4NubARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBVARBPROC, glVertexAttrib4NubvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NUIVARBPROC, glVertexAttrib4NuivARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NUSVARBPROC, glVertexAttrib4NusvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4BVARBPROC, glVertexAttrib4bvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4DARBPROC, glVertexAttrib4dARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4DVARBPROC, glVertexAttrib4dvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4FARBPROC, glVertexAttrib4fARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4FVARBPROC, glVertexAttrib4fvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4IVARBPROC, glVertexAttrib4ivARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4SARBPROC, glVertexAttrib4sARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4SVARBPROC, glVertexAttrib4svARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4UBVARBPROC, glVertexAttrib4ubvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4UIVARBPROC, glVertexAttrib4uivARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4USVARBPROC, glVertexAttrib4usvARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNGETPROGRAMIVARBPROC, glGetProgramivARB, ARB_VERTEX_PROGRAM, NULL );\
USE_GL_FUNC(PGLFNGENPROGRAMSARBPROC, glGenProgramsARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNBINDPROGRAMARBPROC, glBindProgramARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNPROGRAMSTRINGARBPROC, glProgramStringARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNDELETEPROGRAMSARBPROC, glDeleteProgramsARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNPROGRAMENVPARAMETER4FVARBPROC, glProgramEnvParameter4fvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNPROGRAMLOCALPARAMETER4FVARBPROC, glProgramLocalParameter4fvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArrayARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB1DARBPROC, glVertexAttrib1dARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB1DVARBPROC, glVertexAttrib1dvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB1FARBPROC, glVertexAttrib1fARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB1FVARBPROC, glVertexAttrib1fvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB1SARBPROC, glVertexAttrib1sARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB1SVARBPROC, glVertexAttrib1svARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB2DARBPROC, glVertexAttrib2dARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB2DVARBPROC, glVertexAttrib2dvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB2FARBPROC, glVertexAttrib2fARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB2FVARBPROC, glVertexAttrib2fvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB2SARBPROC, glVertexAttrib2sARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB2SVARBPROC, glVertexAttrib2svARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB3DARBPROC, glVertexAttrib3dARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB3DVARBPROC, glVertexAttrib3dvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB3FARBPROC, glVertexAttrib3fARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB3FVARBPROC, glVertexAttrib3fvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB3SARBPROC, glVertexAttrib3sARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB3SVARBPROC, glVertexAttrib3svARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NBVARBPROC, glVertexAttrib4NbvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NIVARBPROC, glVertexAttrib4NivARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NSVARBPROC, glVertexAttrib4NsvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBARBPROC, glVertexAttrib4NubARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBVARBPROC, glVertexAttrib4NubvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NUIVARBPROC, glVertexAttrib4NuivARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4NUSVARBPROC, glVertexAttrib4NusvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4BVARBPROC, glVertexAttrib4bvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4DARBPROC, glVertexAttrib4dARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4DVARBPROC, glVertexAttrib4dvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4FARBPROC, glVertexAttrib4fARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4FVARBPROC, glVertexAttrib4fvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4IVARBPROC, glVertexAttrib4ivARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4SARBPROC, glVertexAttrib4sARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4SVARBPROC, glVertexAttrib4svARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4UBVARBPROC, glVertexAttrib4ubvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4UIVARBPROC, glVertexAttrib4uivARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4USVARBPROC, glVertexAttrib4usvARB, ARB_VERTEX_PROGRAM, NULL )\
USE_GL_FUNC(PGLFNGETPROGRAMIVARBPROC, glGetProgramivARB, ARB_VERTEX_PROGRAM, NULL )\
/* GL_ARB_shader_objects */ \
USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC, glGetObjectParameterivARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC, glGetObjectParameterfvARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC, glGetUniformLocationARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLGETACTIVEUNIFORMARBPROC, glGetActiveUniformARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1iARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IARBPROC, glUniform2iARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IARBPROC, glUniform3iARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IARBPROC, glUniform4iARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1fARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FARBPROC, glUniform2fARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FARBPROC, glUniform3fARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FARBPROC, glUniform4fARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FVARBPROC, glUniform1fvARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FVARBPROC, glUniform2fvARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FVARBPROC, glUniform3fvARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FVARBPROC, glUniform4fvARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, glUniform1ivARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, glUniform2ivARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, glUniform3ivARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IVARBPROC, glUniform4ivARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC, glUniformMatrix2fvARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC, glUniformMatrix3fvARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC, glUniformMatrix4fvARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMFVARBPROC, glGetUniform4fvARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMIVARBPROC, glGetUniform4ivARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLGETINFOLOGARBPROC, glGetInfoLogARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC, glUseProgramObjectARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLCREATESHADEROBJECTARBPROC, glCreateShaderObjectARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLSHADERSOURCEARBPROC, glShaderSourceARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLCOMPILESHADERARBPROC, glCompileShaderARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC, glCreateProgramObjectARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLATTACHOBJECTARBPROC, glAttachObjectARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLLINKPROGRAMARBPROC, glLinkProgramARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLDETACHOBJECTARBPROC, glDetachObjectARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLDELETEOBJECTARBPROC, glDeleteObjectARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLVALIDATEPROGRAMARBPROC, glValidateProgramARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC, glGetAttachedObjectsARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLGETHANDLEARBPROC, glGetHandleARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLGETSHADERSOURCEARBPROC, glGetShaderSourceARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLBINDATTRIBLOCATIONARBPROC, glBindAttribLocationARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLGETATTRIBLOCATIONARBPROC, glGetAttribLocationARB, ARB_SHADER_OBJECTS, NULL );\
USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC, glGetObjectParameterivARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC, glGetObjectParameterfvARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC, glGetUniformLocationARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLGETACTIVEUNIFORMARBPROC, glGetActiveUniformARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1iARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IARBPROC, glUniform2iARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IARBPROC, glUniform3iARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IARBPROC, glUniform4iARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1fARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FARBPROC, glUniform2fARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FARBPROC, glUniform3fARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FARBPROC, glUniform4fARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FVARBPROC, glUniform1fvARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FVARBPROC, glUniform2fvARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FVARBPROC, glUniform3fvARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FVARBPROC, glUniform4fvARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, glUniform1ivARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, glUniform2ivARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, glUniform3ivARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IVARBPROC, glUniform4ivARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC, glUniformMatrix2fvARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC, glUniformMatrix3fvARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC, glUniformMatrix4fvARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMFVARBPROC, glGetUniform4fvARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMIVARBPROC, glGetUniform4ivARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLGETINFOLOGARBPROC, glGetInfoLogARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC, glUseProgramObjectARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLCREATESHADEROBJECTARBPROC, glCreateShaderObjectARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLSHADERSOURCEARBPROC, glShaderSourceARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLCOMPILESHADERARBPROC, glCompileShaderARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC, glCreateProgramObjectARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLATTACHOBJECTARBPROC, glAttachObjectARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLLINKPROGRAMARBPROC, glLinkProgramARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLDETACHOBJECTARBPROC, glDetachObjectARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLDELETEOBJECTARBPROC, glDeleteObjectARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLVALIDATEPROGRAMARBPROC, glValidateProgramARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC, glGetAttachedObjectsARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLGETHANDLEARBPROC, glGetHandleARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLGETSHADERSOURCEARBPROC, glGetShaderSourceARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLBINDATTRIBLOCATIONARBPROC, glBindAttribLocationARB, ARB_SHADER_OBJECTS, NULL )\
USE_GL_FUNC(WINED3D_PFNGLGETATTRIBLOCATIONARBPROC, glGetAttribLocationARB, ARB_SHADER_OBJECTS, NULL )\
/* GL_EXT_stencil_two_side */ \
USE_GL_FUNC(PGLFNACTIVESTENCILFACEEXTPROC, glActiveStencilFaceEXT, EXT_STENCIL_TWO_SIDE, NULL );\
USE_GL_FUNC(PGLFNACTIVESTENCILFACEEXTPROC, glActiveStencilFaceEXT, EXT_STENCIL_TWO_SIDE, NULL )\
/* GL_ATI_separate_stencil */ \
USE_GL_FUNC(PGLFNSTENCILOPSEPARATEATIPROC, glStencilOpSeparateATI, ATI_SEPARATE_STENCIL, NULL );\
USE_GL_FUNC(PGLFNSTENCILFUNCSEPARATEATIPROC, glStencilFuncSeparateATI, ATI_SEPARATE_STENCIL, NULL );\
USE_GL_FUNC(PGLFNSTENCILOPSEPARATEATIPROC, glStencilOpSeparateATI, ATI_SEPARATE_STENCIL, NULL )\
USE_GL_FUNC(PGLFNSTENCILFUNCSEPARATEATIPROC, glStencilFuncSeparateATI, ATI_SEPARATE_STENCIL, NULL )\
/* GL_NV_half_float */ \
USE_GL_FUNC(PGLFNVERTEX2HNVPROC, glVertex2hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEX2HVNVPROC, glVertex2hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEX3HNVPROC, glVertex3hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEX3HVNVPROC, glVertex3hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEX4HNVPROC, glVertex4hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEX4HVNVPROC, glVertex4hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNNORMAL3HNVPROC, glNormal3hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNNORMAL3HVNVPROC, glNormal3hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNCOLOR3HNVPROC, glColor3hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNCOLOR3HVNVPROC, glColor3hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNCOLOR4HNVPROC, glColor4hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNCOLOR4HVNVPROC, glColor4hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNTEXCOORD1HNVPROC, glTexCoord1hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNTEXCOORD1HVNVPROC, glTexCoord1hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNTEXCOORD2HNVPROC, glTexCoord2hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNTEXCOORD2HVNVPROC, glTexCoord2hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNTEXCOORD3HNVPROC, glTexCoord3hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNTEXCOORD3HVNVPROC, glTexCoord3hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNTEXCOORD4HNVPROC, glTexCoord4hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNTEXCOORD4HVNVPROC, glTexCoord4hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNMULTITEXCOORD1HNVPROC, glMultiTexCoord1hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNMULTITEXCOORD1HVNVPROC, glMultiTexCoord1hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNMULTITEXCOORD2HNVPROC, glMultiTexCoord2hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNMULTITEXCOORD2HVNVPROC, glMultiTexCoord2hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNMULTITEXCOORD3HNVPROC, glMultiTexCoord3hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNMULTITEXCOORD3HVNVPROC, glMultiTexCoord3hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNMULTITEXCOORD4HNVPROC, glMultiTexCoord4hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNMULTITEXCOORD4HVNVPROC, glMultiTexCoord4hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNFOGCOORDHNVPROC, glFogCoordhNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNFOGCOORDHVNVPROC, glFogCoordhvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNSECONDARYCOLOR3HNVPROC, glSecondaryColor3hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNSECONDARYCOLOR3HVNVPROC, glSecondaryColor3hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXWEIGHTHNVPROC, glVertexWeighthNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXWEIGHTHVNVPROC, glVertexWeighthvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB1HNVPROC, glVertexAttrib1hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB1HVNVPROC, glVertexAttrib1hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB2HNVPROC, glVertexAttrib2hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB2HVNVPROC, glVertexAttrib2hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB3HNVPROC, glVertexAttrib3hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB3HVNVPROC, glVertexAttrib3hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4HNVPROC, glVertexAttrib4hNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIB4HVNVPROC, glVertexAttrib4hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIBS1HVNVPROC, glVertexAttribs1hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIBS2HVNVPROC, glVertexAttribs2hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIBS3HVNVPROC, glVertexAttribs3hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEXATTRIBS4HVNVPROC, glVertexAttribs4hvNV, NV_HALF_FLOAT, NULL );\
USE_GL_FUNC(PGLFNVERTEX2HNVPROC, glVertex2hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEX2HVNVPROC, glVertex2hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEX3HNVPROC, glVertex3hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEX3HVNVPROC, glVertex3hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEX4HNVPROC, glVertex4hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEX4HVNVPROC, glVertex4hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNNORMAL3HNVPROC, glNormal3hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNNORMAL3HVNVPROC, glNormal3hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNCOLOR3HNVPROC, glColor3hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNCOLOR3HVNVPROC, glColor3hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNCOLOR4HNVPROC, glColor4hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNCOLOR4HVNVPROC, glColor4hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNTEXCOORD1HNVPROC, glTexCoord1hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNTEXCOORD1HVNVPROC, glTexCoord1hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNTEXCOORD2HNVPROC, glTexCoord2hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNTEXCOORD2HVNVPROC, glTexCoord2hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNTEXCOORD3HNVPROC, glTexCoord3hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNTEXCOORD3HVNVPROC, glTexCoord3hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNTEXCOORD4HNVPROC, glTexCoord4hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNTEXCOORD4HVNVPROC, glTexCoord4hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNMULTITEXCOORD1HNVPROC, glMultiTexCoord1hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNMULTITEXCOORD1HVNVPROC, glMultiTexCoord1hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNMULTITEXCOORD2HNVPROC, glMultiTexCoord2hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNMULTITEXCOORD2HVNVPROC, glMultiTexCoord2hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNMULTITEXCOORD3HNVPROC, glMultiTexCoord3hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNMULTITEXCOORD3HVNVPROC, glMultiTexCoord3hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNMULTITEXCOORD4HNVPROC, glMultiTexCoord4hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNMULTITEXCOORD4HVNVPROC, glMultiTexCoord4hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNFOGCOORDHNVPROC, glFogCoordhNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNFOGCOORDHVNVPROC, glFogCoordhvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNSECONDARYCOLOR3HNVPROC, glSecondaryColor3hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNSECONDARYCOLOR3HVNVPROC, glSecondaryColor3hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXWEIGHTHNVPROC, glVertexWeighthNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXWEIGHTHVNVPROC, glVertexWeighthvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB1HNVPROC, glVertexAttrib1hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB1HVNVPROC, glVertexAttrib1hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB2HNVPROC, glVertexAttrib2hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB2HVNVPROC, glVertexAttrib2hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB3HNVPROC, glVertexAttrib3hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB3HVNVPROC, glVertexAttrib3hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4HNVPROC, glVertexAttrib4hNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIB4HVNVPROC, glVertexAttrib4hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIBS1HVNVPROC, glVertexAttribs1hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIBS2HVNVPROC, glVertexAttribs2hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIBS3HVNVPROC, glVertexAttribs3hvNV, NV_HALF_FLOAT, NULL )\
USE_GL_FUNC(PGLFNVERTEXATTRIBS4HVNVPROC, glVertexAttribs4hvNV, NV_HALF_FLOAT, NULL )\
/* GL_NV_register_combiners */ \
USE_GL_FUNC(PGLFNCOMBINERINPUTNVPROC, glCombinerInputNV, NV_REGISTER_COMBINERS, NULL );\
USE_GL_FUNC(PGLFNCOMBINEROUTPUTNVPROC, glCombinerOutputNV, NV_REGISTER_COMBINERS, NULL );\
USE_GL_FUNC(PGLFNCOMBINERPARAMETERFNVPROC, glCombinerParameterfNV, NV_REGISTER_COMBINERS, NULL );\
USE_GL_FUNC(PGLFNCOMBINERPARAMETERFVNVPROC, glCombinerParameterfvNV, NV_REGISTER_COMBINERS, NULL );\
USE_GL_FUNC(PGLFNCOMBINERPARAMETERINVPROC, glCombinerParameteriNV, NV_REGISTER_COMBINERS, NULL );\
USE_GL_FUNC(PGLFNCOMBINERPARAMETERIVNVPROC, glCombinerParameterivNV, NV_REGISTER_COMBINERS, NULL );\
USE_GL_FUNC(PGLFNFINALCOMBINERINPUTNVPROC, glFinalCombinerInputNV, NV_REGISTER_COMBINERS, NULL );\
USE_GL_FUNC(PGLFNCOMBINERINPUTNVPROC, glCombinerInputNV, NV_REGISTER_COMBINERS, NULL )\
USE_GL_FUNC(PGLFNCOMBINEROUTPUTNVPROC, glCombinerOutputNV, NV_REGISTER_COMBINERS, NULL )\
USE_GL_FUNC(PGLFNCOMBINERPARAMETERFNVPROC, glCombinerParameterfNV, NV_REGISTER_COMBINERS, NULL )\
USE_GL_FUNC(PGLFNCOMBINERPARAMETERFVNVPROC, glCombinerParameterfvNV, NV_REGISTER_COMBINERS, NULL )\
USE_GL_FUNC(PGLFNCOMBINERPARAMETERINVPROC, glCombinerParameteriNV, NV_REGISTER_COMBINERS, NULL )\
USE_GL_FUNC(PGLFNCOMBINERPARAMETERIVNVPROC, glCombinerParameterivNV, NV_REGISTER_COMBINERS, NULL )\
USE_GL_FUNC(PGLFNFINALCOMBINERINPUTNVPROC, glFinalCombinerInputNV, NV_REGISTER_COMBINERS, NULL )\
/* GL_NV_fence */ \
USE_GL_FUNC(PGLFNGENFENCESNVPROC, glGenFencesNV, NV_FENCE, NULL );\
USE_GL_FUNC(PGLFNDELETEFENCESNVPROC, glDeleteFencesNV, NV_FENCE, NULL );\
USE_GL_FUNC(PGLFNSETFENCENVPROC, glSetFenceNV, NV_FENCE, NULL );\
USE_GL_FUNC(PGLFNTESTFENCENVPROC, glTestFenceNV, NV_FENCE, NULL );\
USE_GL_FUNC(PGLFNFINISHFENCENVPROC, glFinishFenceNV, NV_FENCE, NULL );\
USE_GL_FUNC(PGLFNISFENCENVPROC, glIsFenceNV, NV_FENCE, NULL );\
USE_GL_FUNC(PGLFNGETFENCEIVNVPROC, glGetFenceivNV, NV_FENCE, NULL );\
USE_GL_FUNC(PGLFNGENFENCESNVPROC, glGenFencesNV, NV_FENCE, NULL )\
USE_GL_FUNC(PGLFNDELETEFENCESNVPROC, glDeleteFencesNV, NV_FENCE, NULL )\
USE_GL_FUNC(PGLFNSETFENCENVPROC, glSetFenceNV, NV_FENCE, NULL )\
USE_GL_FUNC(PGLFNTESTFENCENVPROC, glTestFenceNV, NV_FENCE, NULL )\
USE_GL_FUNC(PGLFNFINISHFENCENVPROC, glFinishFenceNV, NV_FENCE, NULL )\
USE_GL_FUNC(PGLFNISFENCENVPROC, glIsFenceNV, NV_FENCE, NULL )\
USE_GL_FUNC(PGLFNGETFENCEIVNVPROC, glGetFenceivNV, NV_FENCE, NULL )\
/* GL_APPLE_fence */ \
USE_GL_FUNC(PGLFNGENFENCESAPPLEPROC, glGenFencesAPPLE, APPLE_FENCE, NULL );\
USE_GL_FUNC(PGLFNDELETEFENCESAPPLEPROC, glDeleteFencesAPPLE, APPLE_FENCE, NULL );\
USE_GL_FUNC(PGLFNSETFENCEAPPLEPROC, glSetFenceAPPLE, APPLE_FENCE, NULL );\
USE_GL_FUNC(PGLFNTESTFENCEAPPLEPROC, glTestFenceAPPLE, APPLE_FENCE, NULL );\
USE_GL_FUNC(PGLFNFINISHFENCEAPPLEPROC, glFinishFenceAPPLE, APPLE_FENCE, NULL );\
USE_GL_FUNC(PGLFNISFENCEAPPLEPROC, glIsFenceAPPLE, APPLE_FENCE, NULL );\
USE_GL_FUNC(PGLFNTESTOBJECTAPPLEPROC, glTestObjectAPPLE, APPLE_FENCE, NULL );\
USE_GL_FUNC(PGLFNFINISHOBJECTAPPLEPROC, glFinishObjectAPPLE, APPLE_FENCE, NULL );\
USE_GL_FUNC(PGLFNGENFENCESAPPLEPROC, glGenFencesAPPLE, APPLE_FENCE, NULL )\
USE_GL_FUNC(PGLFNDELETEFENCESAPPLEPROC, glDeleteFencesAPPLE, APPLE_FENCE, NULL )\
USE_GL_FUNC(PGLFNSETFENCEAPPLEPROC, glSetFenceAPPLE, APPLE_FENCE, NULL )\
USE_GL_FUNC(PGLFNTESTFENCEAPPLEPROC, glTestFenceAPPLE, APPLE_FENCE, NULL )\
USE_GL_FUNC(PGLFNFINISHFENCEAPPLEPROC, glFinishFenceAPPLE, APPLE_FENCE, NULL )\
USE_GL_FUNC(PGLFNISFENCEAPPLEPROC, glIsFenceAPPLE, APPLE_FENCE, NULL )\
USE_GL_FUNC(PGLFNTESTOBJECTAPPLEPROC, glTestObjectAPPLE, APPLE_FENCE, NULL )\
USE_GL_FUNC(PGLFNFINISHOBJECTAPPLEPROC, glFinishObjectAPPLE, APPLE_FENCE, NULL )\
/* GL_ATI_envmap_bumpmap */ \
USE_GL_FUNC(PGLFNTEXBUMPPARAMETERIVATIPROC, glTexBumpParameterivATI, ATI_ENVMAP_BUMPMAP, NULL );\
USE_GL_FUNC(PGLFNTEXBUMPPARAMETERFVATIPROC, glTexBumpParameterfvATI, ATI_ENVMAP_BUMPMAP, NULL );\
USE_GL_FUNC(PGLFNGETTEXBUMPPARAMETERIVATIPROC, glGetTexBumpParameterivATI, ATI_ENVMAP_BUMPMAP, NULL );\
USE_GL_FUNC(PGLFNGETTEXBUMPPARAMETERFVATIPROC, glGetTexBumpParameterfvATI, ATI_ENVMAP_BUMPMAP, NULL );\
USE_GL_FUNC(PGLFNTEXBUMPPARAMETERIVATIPROC, glTexBumpParameterivATI, ATI_ENVMAP_BUMPMAP, NULL )\
USE_GL_FUNC(PGLFNTEXBUMPPARAMETERFVATIPROC, glTexBumpParameterfvATI, ATI_ENVMAP_BUMPMAP, NULL )\
USE_GL_FUNC(PGLFNGETTEXBUMPPARAMETERIVATIPROC, glGetTexBumpParameterivATI, ATI_ENVMAP_BUMPMAP, NULL )\
USE_GL_FUNC(PGLFNGETTEXBUMPPARAMETERFVATIPROC, glGetTexBumpParameterfvATI, ATI_ENVMAP_BUMPMAP, NULL )\
/* GLX_SGI_video_sync */ \
USE_GL_FUNC(PGLXFNGETVIDEOSYNCSGIPROC, glXGetVideoSyncSGI, SGI_VIDEO_SYNC, NULL );\
USE_GL_FUNC(PGLXFNWAITVIDEOSYNCSGIPROC, glXWaitVideoSyncSGI, SGI_VIDEO_SYNC, NULL );\
USE_GL_FUNC(PGLXFNGETVIDEOSYNCSGIPROC, glXGetVideoSyncSGI, SGI_VIDEO_SYNC, NULL )\
USE_GL_FUNC(PGLXFNWAITVIDEOSYNCSGIPROC, glXWaitVideoSyncSGI, SGI_VIDEO_SYNC, NULL )\
/* GL_APPLE_flush_render */ \
USE_GL_FUNC(PGLFNFLUSHRENDERAPPLEPROC, glFlushRenderApple, APPLE_FLUSH_RENDER, NULL );\
USE_GL_FUNC(PGLFNFINISHRENDERAPPLEPROC, glFinishRenderApple, APPLE_FLUSH_RENDER, NULL );\
USE_GL_FUNC(PGLFNFLUSHRENDERAPPLEPROC, glFlushRenderApple, APPLE_FLUSH_RENDER, NULL )\
USE_GL_FUNC(PGLFNFINISHRENDERAPPLEPROC, glFinishRenderApple, APPLE_FLUSH_RENDER, NULL )\
/* GL_EXT_gpu_program_parameters */ \
USE_GL_FUNC(PGLFNPROGRAMENVPARAMETERS4FVEXTPROC, glProgramEnvParameters4fvEXT, EXT_GPU_PROGRAM_PARAMETERS,NULL );\
USE_GL_FUNC(PGLFNPROGRAMLOCALPARAMETERS4FVEXTPROC, glProgramLocalParameters4fvEXT, EXT_GPU_PROGRAM_PARAMETERS,NULL );\
USE_GL_FUNC(PGLFNPROGRAMENVPARAMETERS4FVEXTPROC, glProgramEnvParameters4fvEXT, EXT_GPU_PROGRAM_PARAMETERS,NULL )\
USE_GL_FUNC(PGLFNPROGRAMLOCALPARAMETERS4FVEXTPROC, glProgramLocalParameters4fvEXT, EXT_GPU_PROGRAM_PARAMETERS,NULL )\
/* GL_ATI_fragment_shader */ \
USE_GL_FUNC(PGLFNGENFRAGMENTSHADERSATI, glGenFragmentShadersATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNBINDFRAGMENTSHADERATI, glBindFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNDELETEFRAGMENTSHADERATI, glDeleteFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNBEGINFRAGMENTSHADERATI, glBeginFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNENDFRAGMENTSHADERATI, glEndFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNPASSTEXCOORDATI, glPassTexCoordATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNSAMPLEMAPATI, glSampleMapATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNCOLORFRAGMENTOP1ATI, glColorFragmentOp1ATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNCOLORFRAGMENTOP2ATI, glColorFragmentOp2ATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNCOLORFRAGMENTOP3ATI, glColorFragmentOp3ATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNALPHAFRAGMENTOP1ATI, glAlphaFragmentOp1ATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNALPHAFRAGMENTOP2ATI, glAlphaFragmentOp2ATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNALPHAFRAGMENTOP3ATI, glAlphaFragmentOp3ATI, ATI_FRAGMENT_SHADER, NULL );\
USE_GL_FUNC(PGLFNSETFRAGMENTSHADERCONSTANTATI, glSetFragmentShaderConstantATI, ATI_FRAGMENT_SHADER, NULL );
USE_GL_FUNC(PGLFNGENFRAGMENTSHADERSATI, glGenFragmentShadersATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNBINDFRAGMENTSHADERATI, glBindFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNDELETEFRAGMENTSHADERATI, glDeleteFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNBEGINFRAGMENTSHADERATI, glBeginFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNENDFRAGMENTSHADERATI, glEndFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNPASSTEXCOORDATI, glPassTexCoordATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNSAMPLEMAPATI, glSampleMapATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNCOLORFRAGMENTOP1ATI, glColorFragmentOp1ATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNCOLORFRAGMENTOP2ATI, glColorFragmentOp2ATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNCOLORFRAGMENTOP3ATI, glColorFragmentOp3ATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNALPHAFRAGMENTOP1ATI, glAlphaFragmentOp1ATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNALPHAFRAGMENTOP2ATI, glAlphaFragmentOp2ATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNALPHAFRAGMENTOP3ATI, glAlphaFragmentOp3ATI, ATI_FRAGMENT_SHADER, NULL )\
USE_GL_FUNC(PGLFNSETFRAGMENTSHADERCONSTANTATI, glSetFragmentShaderConstantATI, ATI_FRAGMENT_SHADER, NULL )
/****************************************************
* OpenGL WGL defines and functions pointer
@ -3791,18 +3791,18 @@ typedef BOOL (WINAPI * WINED3D_PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer,
typedef BOOL (WINAPI * WINED3D_PFNWGLSETPIXELFORMATWINE) (HDC hdc, int iPixelFormat, const PIXELFORMATDESCRIPTOR* ppfd);
#define WGL_EXT_FUNCS_GEN \
USE_GL_FUNC(WINED3D_PFNWGLGETEXTENSIONSSTRINGARBPROC, wglGetExtensionsStringARB, 0, NULL); \
USE_GL_FUNC(WINED3D_PFNWGLGETPIXELFORMATATTRIBIVARBPROC, wglGetPixelFormatAttribivARB, 0, NULL); \
USE_GL_FUNC(WINED3D_PFNWGLGETPIXELFORMATATTRIBFVARBPROC, wglGetPixelFormatAttribfvARB, 0, NULL); \
USE_GL_FUNC(WINED3D_PFNWGLCHOOSEPIXELFORMATARBPROC, wglChoosePixelFormatARB, 0, NULL); \
USE_GL_FUNC(WINED3D_PFNWGLMAKECONTEXTCURRENTARBPROC, wglMakeContextCurrentARB, 0, NULL); \
USE_GL_FUNC(WINED3D_PFNWGLGETCURRENTREADDCARBPROC, wglGetCurrentReadDCARB, 0, NULL); \
USE_GL_FUNC(WINED3D_PFNWGLCREATEPBUFFERARBPROC, wglCreatePbufferARB, 0, NULL); \
USE_GL_FUNC(WINED3D_PFNWGLGETPBUFFERDCARBPROC, wglGetPbufferDCARB, 0, NULL); \
USE_GL_FUNC(WINED3D_PFNWGLRELEASEPBUFFERDCARBPROC, wglReleasePbufferDCARB, 0, NULL); \
USE_GL_FUNC(WINED3D_PFNWGLDESTROYPBUFFERARBPROC, wglDestroyPbufferARB, 0, NULL); \
USE_GL_FUNC(WINED3D_PFNWGLGETEXTENSIONSSTRINGARBPROC, wglGetExtensionsStringARB, 0, NULL) \
USE_GL_FUNC(WINED3D_PFNWGLGETPIXELFORMATATTRIBIVARBPROC, wglGetPixelFormatAttribivARB, 0, NULL) \
USE_GL_FUNC(WINED3D_PFNWGLGETPIXELFORMATATTRIBFVARBPROC, wglGetPixelFormatAttribfvARB, 0, NULL) \
USE_GL_FUNC(WINED3D_PFNWGLCHOOSEPIXELFORMATARBPROC, wglChoosePixelFormatARB, 0, NULL) \
USE_GL_FUNC(WINED3D_PFNWGLMAKECONTEXTCURRENTARBPROC, wglMakeContextCurrentARB, 0, NULL) \
USE_GL_FUNC(WINED3D_PFNWGLGETCURRENTREADDCARBPROC, wglGetCurrentReadDCARB, 0, NULL) \
USE_GL_FUNC(WINED3D_PFNWGLCREATEPBUFFERARBPROC, wglCreatePbufferARB, 0, NULL) \
USE_GL_FUNC(WINED3D_PFNWGLGETPBUFFERDCARBPROC, wglGetPbufferDCARB, 0, NULL) \
USE_GL_FUNC(WINED3D_PFNWGLRELEASEPBUFFERDCARBPROC, wglReleasePbufferDCARB, 0, NULL) \
USE_GL_FUNC(WINED3D_PFNWGLDESTROYPBUFFERARBPROC, wglDestroyPbufferARB, 0, NULL) \
USE_GL_FUNC(WINED3D_PFNWGLQUERYPBUFFERARBPROC, wglQueryPbufferARB, 0, NULL) \
USE_GL_FUNC(WINED3D_PFNWGLSETPIXELFORMATWINE, wglSetPixelFormatWINE, 0, NULL);
USE_GL_FUNC(WINED3D_PFNWGLSETPIXELFORMATWINE, wglSetPixelFormatWINE, 0, NULL)
/****************************************************
@ -3880,9 +3880,9 @@ typedef struct _WineD3D_GL_Info {
BOOL supported[OPENGL_SUPPORTED_EXT_END + 1];
/** OpenGL EXT and ARB functions ptr */
GL_EXT_FUNCS_GEN;
GL_EXT_FUNCS_GEN
/** OpenGL WGL functions ptr */
WGL_EXT_FUNCS_GEN;
WGL_EXT_FUNCS_GEN
GlPixelFormatDesc *gl_formats;