wined3d: Add GL_ARB_draw_elements_base_vertex.
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@ -55,6 +55,7 @@ static const struct {
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{"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
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{"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
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{"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
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{"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
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{"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
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{"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
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{"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX, 0 },
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{"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
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{"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
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{"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
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{"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
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{"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
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{"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
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@ -1738,6 +1738,7 @@ typedef enum wined3d_gl_extension
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ARB_DEPTH_CLAMP,
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ARB_DEPTH_CLAMP,
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ARB_DEPTH_TEXTURE,
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ARB_DEPTH_TEXTURE,
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ARB_DRAW_BUFFERS,
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ARB_DRAW_BUFFERS,
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ARB_DRAW_ELEMENTS_BASE_VERTEX,
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ARB_FRAGMENT_PROGRAM,
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ARB_FRAGMENT_PROGRAM,
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ARB_FRAGMENT_SHADER,
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ARB_FRAGMENT_SHADER,
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ARB_FRAMEBUFFER_OBJECT,
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ARB_FRAMEBUFFER_OBJECT,
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@ -1965,6 +1966,19 @@ typedef void (WINE_GLAPI *PGLFNCLAMPCOLORARBPROC)(GLenum target, GLenum clamp);
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#endif
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#endif
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typedef void (WINE_GLAPI *PGLFNDRAWBUFFERSARBPROC)(GLsizei n, const GLenum *bufs);
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typedef void (WINE_GLAPI *PGLFNDRAWBUFFERSARBPROC)(GLsizei n, const GLenum *bufs);
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/* GL_ARB_draw_elements_base_vertex */
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#ifndef GL_ARB_draw_elements_base_vertex
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#define GL_ARB_draw_elements_base_vertex 1
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typedef void (WINE_GLAPI *PGLFNDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type,
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const GLvoid *indices, GLint basevertex);
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typedef void (WINE_GLAPI *PGLFNDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum mode, GLuint start, GLuint end,
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GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
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typedef void (WINE_GLAPI *PGLFNDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum mode, GLsizei count,
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GLenum type, const GLvoid *indices, GLsizei primcount, GLint basevertex);
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typedef void (WINE_GLAPI *PGLFNMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei *count, GLenum type,
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const GLvoid **indices, GLsizei primcount, GLint *basevertex);
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#endif
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/* GL_ARB_fragment_program */
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/* GL_ARB_fragment_program */
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#ifndef GL_ARB_fragment_program
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#ifndef GL_ARB_fragment_program
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#define GL_ARB_fragment_program 1
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#define GL_ARB_fragment_program 1
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@ -3789,6 +3803,15 @@ typedef BOOL (WINAPI *WINED3D_PFNWGLSWAPINTERVALEXTPROC)(int interval);
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/* GL_ARB_draw_buffers */ \
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/* GL_ARB_draw_buffers */ \
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USE_GL_FUNC(PGLFNDRAWBUFFERSARBPROC, \
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USE_GL_FUNC(PGLFNDRAWBUFFERSARBPROC, \
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glDrawBuffersARB, ARB_DRAW_BUFFERS, NULL) \
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glDrawBuffersARB, ARB_DRAW_BUFFERS, NULL) \
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/* GL_ARB_draw_elements_base_vertex */ \
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USE_GL_FUNC(PGLFNDRAWELEMENTSBASEVERTEXPROC, \
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glDrawElementsBaseVertex, ARB_DRAW_ELEMENTS_BASE_VERTEX, NULL) \
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USE_GL_FUNC(PGLFNDRAWRANGEELEMENTSBASEVERTEXPROC, \
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glDrawRangeElementsBaseVertex, ARB_DRAW_ELEMENTS_BASE_VERTEX, NULL) \
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USE_GL_FUNC(PGLFNDRAWELEMENTSINSTANCEDBASEVERTEXPROC, \
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glDrawElementsInstancedBaseVertex, ARB_DRAW_ELEMENTS_BASE_VERTEX, NULL) \
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USE_GL_FUNC(PGLFNMULTIDRAWELEMENTSBASEVERTEXPROC, \
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glMultiDrawElementsBaseVertex, ARB_DRAW_ELEMENTS_BASE_VERTEX, NULL) \
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/* GL_ARB_framebuffer_object */ \
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/* GL_ARB_framebuffer_object */ \
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USE_GL_FUNC(PGLFNGLISRENDERBUFFERPROC, \
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USE_GL_FUNC(PGLFNGLISRENDERBUFFERPROC, \
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glIsRenderbuffer, ARB_FRAMEBUFFER_OBJECT, NULL) \
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glIsRenderbuffer, ARB_FRAMEBUFFER_OBJECT, NULL) \
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