wined3d: Dynamicly load GL_ARB_multitexture functions.
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5b8b776431
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54e5f9c465
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@ -243,7 +243,8 @@ void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD S
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VTRACE(("Activating appropriate texture state %ld\n", Sampler));
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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ENTER_GL();
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GLACTIVETEXTURE(Sampler);
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + Sampler));
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checkGLcall("glActiveTextureARB");
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LEAVE_GL();
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/* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
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} else if (Sampler > 0) {
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@ -3358,7 +3359,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDE
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/* Note the D3DRS value applies to all textures, but GL has one
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per texture, so apply it now ready to be used! */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GLACTIVETEXTURE(i);
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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} else if (i>0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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@ -1185,28 +1185,28 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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/* Texture coords -------------------------------------------*/
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for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
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/* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
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/* Abort if we don't support the extension. */
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if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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continue;
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}
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/* Select the correct texture stage */
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GLCLIENTACTIVETEXTURE(textureNo);
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GL_EXTCALL(glClientActiveTextureARB(textureNo));
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if (This->stateBlock->textures[textureNo] != NULL) {
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int coordIdx = This->stateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
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TRACE("Setting up texture %u, cordindx %u, data %p\n", textureNo, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
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if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
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continue;
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}
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if (coordIdx >= MAX_TEXTURES) {
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VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
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GL_EXTCALL(glMultiTexCoord4fARB(textureNo, 0, 0, 0, 1));
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} else if (sd->u.s.texCoords[coordIdx].lpData == NULL) {
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VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
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GL_EXTCALL(glMultiTexCoord4fARB(textureNo, 0, 0, 0, 1));
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} else {
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@ -1217,7 +1217,7 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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} else {
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
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GL_EXTCALL(glMultiTexCoord4fARB(textureNo, 0, 0, 0, 1));
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}
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}
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}
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@ -1444,7 +1444,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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case D3DTTFF_COUNT1:
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VTRACE(("tex:%d, s=%f\n", textureNo, s));
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GLMULTITEXCOORD1F(textureNo, s);
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GL_EXTCALL(glMultiTexCoord1fARB(textureNo, s));
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} else {
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glTexCoord1f(s);
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}
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@ -1452,7 +1452,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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case D3DTTFF_COUNT2:
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VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GLMULTITEXCOORD2F(textureNo, s, t);
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GL_EXTCALL(glMultiTexCoord2fARB(textureNo, s, t));
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} else {
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glTexCoord2f(s, t);
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}
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@ -1460,7 +1460,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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case D3DTTFF_COUNT3:
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VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GLMULTITEXCOORD3F(textureNo, s, t, r);
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GL_EXTCALL(glMultiTexCoord3fARB(textureNo, s, t, r));
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} else {
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glTexCoord3f(s, t, r);
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}
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@ -1468,7 +1468,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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case D3DTTFF_COUNT4:
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VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GLMULTITEXCOORD4F(textureNo, s, t, r, q);
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GL_EXTCALL(glMultiTexCoord4fARB(textureNo, s, t, r, q));
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} else {
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glTexCoord4f(s, t, r, q);
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}
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@ -1968,7 +1968,8 @@ void inline drawPrimitiveUploadTextures(IWineD3DDeviceImpl* This) {
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for (i = 0; i< GL_LIMITS(textures); ++i) {
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/* Bind the texture to the stage here */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GLACTIVETEXTURE(i);
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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} else if (0 < i) {
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/* This isn't so much a warn as a message to the user about lack of hardware support */
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WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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@ -815,7 +815,8 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
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/* Make appropriate texture active */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GLACTIVETEXTURE(i);
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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} else if (i > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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@ -2100,8 +2100,13 @@ HRESULT WINAPI IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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/* Unbind the old texture */
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glBindTexture(GL_TEXTURE_2D, 0);
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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/* We use texture unit 0 for blts */
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GLACTIVETEXTURE(0);
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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checkGLcall("glActiveTextureARB");
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} else {
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WARN("Multi-texturing is unsupported in the local OpenGL implementation\n");
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}
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/* Disable some fancy graphics effects */
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glDisable(GL_LIGHTING);
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@ -194,39 +194,8 @@ extern int num_lock;
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(vec)[1] = D3DCOLOR_G(dw); \
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(vec)[2] = D3DCOLOR_B(dw); \
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(vec)[3] = D3DCOLOR_A(dw);
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/* Note: The following is purely to keep the source code as clear from #ifdefs as possible */
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#if defined(GL_VERSION_1_3)
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#define GLACTIVETEXTURE(textureNo) \
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glActiveTexture(GL_TEXTURE0 + textureNo); \
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checkGLcall("glActiveTexture");
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#define GLCLIENTACTIVETEXTURE(textureNo) \
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glClientActiveTexture(GL_TEXTURE0 + textureNo);
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#define GLMULTITEXCOORD1F(a,b) \
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glMultiTexCoord1f(GL_TEXTURE0 + a, b);
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#define GLMULTITEXCOORD2F(a,b,c) \
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glMultiTexCoord2f(GL_TEXTURE0 + a, b, c);
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#define GLMULTITEXCOORD3F(a,b,c,d) \
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glMultiTexCoord3f(GL_TEXTURE0 + a, b, c, d);
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#define GLMULTITEXCOORD4F(a,b,c,d,e) \
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glMultiTexCoord4f(GL_TEXTURE0 + a, b, c, d, e);
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#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP
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#else
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#define GLACTIVETEXTURE(textureNo) \
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glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
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checkGLcall("glActiveTextureARB");
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#define GLCLIENTACTIVETEXTURE(textureNo) \
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glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo);
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#define GLMULTITEXCOORD1F(a,b) \
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glMultiTexCoord1fARB(GL_TEXTURE0_ARB + a, b);
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#define GLMULTITEXCOORD2F(a,b,c) \
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB + a, b, c);
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#define GLMULTITEXCOORD3F(a,b,c,d) \
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glMultiTexCoord3fARB(GL_TEXTURE0_ARB + a, b, c, d);
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#define GLMULTITEXCOORD4F(a,b,c,d,e) \
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glMultiTexCoord4fARB(GL_TEXTURE0_ARB + a, b, c, d, e);
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#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
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#endif
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/* DirectX Device Limits */
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/* --------------------- */
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@ -131,6 +131,51 @@
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#endif
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typedef void (APIENTRY *PGLFNBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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typedef void (APIENTRY *PGLFNBLENDEQUATIONPROC) (GLenum mode);
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/* GL_ARB_multitexture */
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#ifndef GL_ARB_multitexture
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#define GL_ARB_multitexture 1
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#define GL_TEXTURE0_ARB 0x84C0
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#define GL_TEXTURE1_ARB 0x84C1
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#define GL_TEXTURE2_ARB 0x84C2
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#define GL_TEXTURE3_ARB 0x84C3
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#define GL_TEXTURE4_ARB 0x84C4
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#define GL_TEXTURE5_ARB 0x84C5
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#define GL_TEXTURE6_ARB 0x84C6
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#define GL_TEXTURE7_ARB 0x84C7
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#define GL_TEXTURE8_ARB 0x84C8
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#define GL_TEXTURE9_ARB 0x84C9
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#define GL_TEXTURE10_ARB 0x84CA
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#define GL_TEXTURE11_ARB 0x84CB
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#define GL_TEXTURE12_ARB 0x84CC
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#define GL_TEXTURE13_ARB 0x84CD
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#define GL_TEXTURE14_ARB 0x84CE
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#define GL_TEXTURE15_ARB 0x84CF
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#define GL_TEXTURE16_ARB 0x84D0
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#define GL_TEXTURE17_ARB 0x84D1
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#define GL_TEXTURE18_ARB 0x84D2
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#define GL_TEXTURE19_ARB 0x84D3
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#define GL_TEXTURE20_ARB 0x84D4
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#define GL_TEXTURE21_ARB 0x84D5
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#define GL_TEXTURE22_ARB 0x84D6
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#define GL_TEXTURE23_ARB 0x84D7
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#define GL_TEXTURE24_ARB 0x84D8
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#define GL_TEXTURE25_ARB 0x84D9
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#define GL_TEXTURE26_ARB 0x84DA
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#define GL_TEXTURE27_ARB 0x84DB
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#define GL_TEXTURE28_ARB 0x84DC
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#define GL_TEXTURE29_ARB 0x84DD
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#define GL_TEXTURE30_ARB 0x84DE
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#define GL_TEXTURE31_ARB 0x84DF
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#define GL_ACTIVE_TEXTURE_ARB 0x84E0
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#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1
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#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2
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#endif
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typedef void (APIENTRY *WINED3D_PFNGLACTIVETEXTUREARBPROC) (GLenum texture);
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typedef void (APIENTRY *WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture);
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typedef void (APIENTRY *WINED3D_PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s);
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typedef void (APIENTRY *WINED3D_PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t);
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typedef void (APIENTRY *WINED3D_PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);
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typedef void (APIENTRY *WINED3D_PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
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/* GL_ARB_point_parameters */
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#ifndef GL_ARB_point_parameters
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#define GL_ARB_point_parameters 1
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@ -1346,6 +1391,13 @@ typedef enum _GL_SupportedExt {
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/* GL_ARB_imaging */ \
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USE_GL_FUNC(PGLFNBLENDCOLORPROC, glBlendColor); \
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USE_GL_FUNC(PGLFNBLENDEQUATIONPROC, glBlendEquation); \
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/* GL_ARB_multitexture */ \
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USE_GL_FUNC(WINED3D_PFNGLACTIVETEXTUREARBPROC, glActiveTextureARB); \
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USE_GL_FUNC(WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC, glClientActiveTextureARB); \
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD1FARBPROC, glMultiTexCoord1fARB); \
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2FARBPROC, glMultiTexCoord2fARB); \
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD3FARBPROC, glMultiTexCoord3fARB); \
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4FARBPROC, glMultiTexCoord4fARB); \
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/* GL_ARB_point_parameters */ \
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USE_GL_FUNC(PGLFNGLPOINTPARAMETERFARBPROC, glPointParameterfARB); \
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USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVARBPROC, glPointParameterfvARB); \
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