wined3d: Added some GLSL defines and function prototypes.
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@ -521,6 +521,82 @@ typedef GLvoid* (APIENTRY * PGLFNMAPBUFFERARBPROC) (GLenum target, GLenum access
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typedef GLboolean (APIENTRY * PGLFNUNMAPBUFFERARBPROC) (GLenum target);
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typedef void (APIENTRY * PGLFNGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint *params);
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typedef void (APIENTRY * PGLFNGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, GLvoid* *params);
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/* GL_ARB_shader_objects (GLSL) */
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#ifndef GL_ARB_shader_objects
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#define GL_ARB_shader_objects 1
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typedef char GLcharARB;
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typedef unsigned int GLhandleARB;
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#endif
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#ifndef GL_ARB_fragment_shader
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#define GL_ARB_fragment_shader 1
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#define GL_FRAGMENT_SHADER_ARB 0x8B30
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#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
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#endif
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#ifndef GL_ARB_vertex_shader
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#define GL_ARB_vertex_shader 1
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#define GL_PROGRAM_OBJECT_ARB 0x8B40
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#define GL_SHADER_OBJECT_ARB 0x8B48
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#define GL_OBJECT_TYPE_ARB 0x8B4E
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#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
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#define GL_FLOAT_VEC2_ARB 0x8B50
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#define GL_FLOAT_VEC3_ARB 0x8B51
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#define GL_FLOAT_VEC4_ARB 0x8B52
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#define GL_INT_VEC2_ARB 0x8B53
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#define GL_INT_VEC3_ARB 0x8B54
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#define GL_INT_VEC4_ARB 0x8B55
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#define GL_BOOL_ARB 0x8B56
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#define GL_BOOL_VEC2_ARB 0x8B57
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#define GL_BOOL_VEC3_ARB 0x8B58
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#define GL_BOOL_VEC4_ARB 0x8B59
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#define GL_FLOAT_MAT2_ARB 0x8B5A
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#define GL_FLOAT_MAT3_ARB 0x8B5B
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#define GL_FLOAT_MAT4_ARB 0x8B5C
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#define GL_SAMPLER_1D_ARB 0x8B5D
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#define GL_SAMPLER_2D_ARB 0x8B5E
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#define GL_SAMPLER_3D_ARB 0x8B5F
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#define GL_SAMPLER_CUBE_ARB 0x8B60
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#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61
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#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62
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#endif
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typedef void (APIENTRY * WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params);
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typedef void (APIENTRY * WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat *params);
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typedef GLint (APIENTRY * WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name);
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typedef void (APIENTRY * WINED3D_PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint *value);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint *value);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint *value);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint *value);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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typedef void (APIENTRY * WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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typedef void (APIENTRY * WINED3D_PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat *params);
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typedef void (APIENTRY * WINED3D_PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint *params);
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typedef void (APIENTRY * WINED3D_PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
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typedef void (APIENTRY * WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj);
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typedef GLhandleARB (APIENTRY * WINED3D_PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType);
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typedef void (APIENTRY * WINED3D_PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB* *string, const GLint *length);
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typedef void (APIENTRY * WINED3D_PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj);
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typedef GLhandleARB (APIENTRY * WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC) (void);
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typedef void (APIENTRY * WINED3D_PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj);
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typedef void (APIENTRY * WINED3D_PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj);
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typedef void (APIENTRY * WINED3D_PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj);
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typedef void (APIENTRY * WINED3D_PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj);
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typedef void (APIENTRY * WINED3D_PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj);
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typedef void (APIENTRY * WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj);
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typedef GLhandleARB (APIENTRY * WINED3D_PFNGLGETHANDLEARBPROC) (GLenum pname);
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typedef void (APIENTRY * WINED3D_PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source);
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/* GL_EXT_texture_compression_s3tc */
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#ifndef GL_EXT_texture_compression_s3tc
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#define GL_EXT_texture_compression_s3tc 1
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@ -1233,6 +1309,46 @@ typedef enum _GL_SupportedExt {
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USE_GL_FUNC(PGLFNVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB); \
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USE_GL_FUNC(PGLFNENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArrayARB); \
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USE_GL_FUNC(PGLFNDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB); \
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/* GL_ARB_shader_objects */ \
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USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC, glGetObjectParameterivARB); \
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USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC, glGetObjectParameterfvARB); \
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USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC, glGetUniformLocationARB); \
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USE_GL_FUNC(WINED3D_PFNGLGETACTIVEUNIFORMARBPROC, glGetActiveUniformARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1iARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IARBPROC, glUniform2iARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IARBPROC, glUniform3iARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IARBPROC, glUniform4iARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1fARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FARBPROC, glUniform2fARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FARBPROC, glUniform3fARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FARBPROC, glUniform4fARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, glUniform1fvARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, glUniform2fvARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, glUniform3fvARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FVARBPROC, glUniform4fvARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, glUniform1ivARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, glUniform2ivARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, glUniform3ivARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IVARBPROC, glUniform4ivARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC, glUniformMatrix2fvARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC, glUniformMatrix3fvARB); \
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USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC, glUniformMatrix4fvARB); \
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USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMFVARBPROC, glGetUniform4fvARB); \
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USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMIVARBPROC, glGetUniform4ivARB); \
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USE_GL_FUNC(WINED3D_PFNGLGETINFOLOGARBPROC, glGetInfoLogARB); \
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USE_GL_FUNC(WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC, glUseProgramObjectARB); \
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USE_GL_FUNC(WINED3D_PFNGLCREATESHADEROBJECTARBPROC, glCreateShaderObjectARB); \
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USE_GL_FUNC(WINED3D_PFNGLSHADERSOURCEARBPROC, glShaderSourceARB); \
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USE_GL_FUNC(WINED3D_PFNGLCOMPILESHADERARBPROC, glCompileShaderARB); \
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USE_GL_FUNC(WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC, glCreateProgramObjectARB); \
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USE_GL_FUNC(WINED3D_PFNGLATTACHOBJECTARBPROC, glAttachObjectARB); \
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USE_GL_FUNC(WINED3D_PFNGLLINKPROGRAMARBPROC, glLinkProgramARB); \
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USE_GL_FUNC(WINED3D_PFNGLDETACHOBJECTARBPROC, glDetachObjectARB); \
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USE_GL_FUNC(WINED3D_PFNGLDELETEOBJECTARBPROC, glDeleteObjectARB); \
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USE_GL_FUNC(WINED3D_PFNGLVALIDATEPROGRAMARBPROC, glValidateProgramARB); \
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USE_GL_FUNC(WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC, glGetAttachedObjectsARB); \
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USE_GL_FUNC(WINED3D_PFNGLGETHANDLEARBPROC, glGetHandleARB); \
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USE_GL_FUNC(WINED3D_PFNGLGETSHADERSOURCEARBPROC, glGetShaderSourceARB); \
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/* GL_EXT_stencil_two_side */ \
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USE_GL_FUNC(PGLFNACTIVESTENCILFACEEXTPROC, glActiveStencilFaceEXT); \
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/* GL_ATI_separate_stencil */ \
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